texts: Joining Rigid Body objects after baking to shorten BVH building time

texts:
I want to render a rigid body simulation with ~20k objects.
Because of that, Cycles needs about 5 minutes / frame to build only the BVH data of those 20k objects (and I have a powerful machine). Is there any way to join the objects to one single object while maintaining its individual movements? I tried baking the simulation to keyframes, but when I join the objects, their individual transformations merge as well.

Btw, I only tested this with a smaller simulation, because baking 20k objects to keyframes takes like ages (hasn't even finished yet...) So maybe there is another way to avoid the long BVH building time?
Thanks in advance for any help! :)


texts: Cycles Smoke Simulation Section Invisible in Camera and Render

texts:
If I go into rendered view, I can see the whole smoke object:

But if I am in camera view or I try to render, part of the smoke is invisible:

I am using blender version 2.79
Is this A known bug? Is there an easy way to fix it?
My .blend file is available here:


texts: How do I fix the edges that runs around my cube from becoming really long when scaling on an axis?

texts:
I'm really new to blender, and I thought I'd make a cube for my game that has glow in the middle and edges running around it. I extruded faces inward to make the edges, but when I scale the cube in any axis the edges of the cube that face that axis becomes really long and it doesn't look good at all. Any way I can fix this? I looked around and couldn't find any solution, therefor I'm asking here. Thank you in advance!

Here's the file


texts: Full spherical view inside Blender Game from Pre-Rendered images

texts:
Ever played Myst IV? Most of the game visuals are pre-rendered and you move in a discrete fashion. However, you have the ability to turn the camera 360ºH and 180ºV with your mouse.

I want to accomplish that inside Blender Game using still images renderer in Blender Cycles. What's the most direct, no frills workflow to achieve such thing?


texts: How to tile the Gradient Texture node with the spherical gradient type?

texts: How do I make it repeat itself along the X-axis?


texts:
I'm trying to apply a UV map on a spline and it looks like auto-UVs get stretched anywhere where distance between vertices is greater. Is there any way to get around that, I'm looking to create and extruded spline with consistent pattern.

Thank you!


texts: Is it possible to export a 3D object made in Illustrator to Blender as a mesh?

texts:
I've got a logo I'm making in Blender and Illustrator. I am currently arranging the logo in Illustrator and then I save it as an SVG and import that to Blender where I extrude it.

But the process of converting it from Curve to Mesh in Blender makes it have a messy overly complicated mesh.

When I take the same text and extrude it as a 3D object in Illustrator it looks much much better. I grab it, and I can see a wireframe of some kind. So is it not possible to just export this mesh created by Illustrator, and skip the step of converting to SVG and importing it into Blender and then converting it to Mesh? It seems like it would result in a much cleaner mesh if that were possible.


texts:
I have several objects forming one main object that each has one solid color ( I dont use texture for this stage). Suppose there is a building which includes several objects such as door lamp, window flowers...

There are two ways to color objects: using texture painting or using materials. My question is that should I use texture paint for coloring each object or should I use material panel ( creating one material for each object).

My final goal is to import 3D models into a game engine.

Thanks.


texts: Help with modeling a turret's arm from Portal 2

texts:
I am quite new with blender and I've been trying to model a turret from Portal 2. I've managed to create it's body but I have no idea how I can create it's arm. Look:

It would be a christmas gift if someone teached me how to create the arm. Thanks for your attention


texts:
I made an animation where marbles fall down and roll away over a logo. Logo is passive there's a floor. Not very hard if you know a little about blender.
But...
Since i want to render 250 frames it takes a very long time. In the last 100 frames only the left quarter of my scene changes since there are still marbles rolling out of my scene.
I think its useless to render parts again that are exactly the same as the former frame.
So my question...
Is it possible to only render a part of my scene?
If not i think that defenitely should be made possible in upcoming versions ;-)


texts: What is the best way for me to change multiple paths or values on an object with multiple variables for each one?

texts:
I am trying to make an addon that will randomize path variables. The system I have works by adding and subtracting boxes that contain an input for a data path.

It works fine except for one issue. Because I have to create properties for each of the variables (input box, min, max, randomize on render), all of the values are linked, and every input field, max, min, etc. is all the same:

So how would I fix this issue so that I am able to have independent variables that can be easily created or destroyed?
Here is my code:

import bpy
from bpy.types import Panel, Operator
from bpy.props import *
import random as r

paths = 0

class add_data_path(Operator):
    bl_idname = "path.add"
    bl_label = "Add a data path to change"

    def execute(self, context):
        global paths
        paths += 1
        self.report({'INFO'}, 'Added path variable')
        return{'FINISHED'}

class subtract_data_path(Operator):
    bl_idname = "path.subtract"
    bl_label = "Get rid of a data path to change"

    def execute(self, context):
        global paths
        if paths > 0:
            paths -= 1
        self.report({'INFO'}, 'Removed path variable')
        return{'FINISHED'}

# Panel
class RANDOMIZER_UI(Panel):

    # Create a Panel in the Tool Shelf
    bl_label = "Randomizer"
    bl_idname = "RANDOMIZER_Manager"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Tool"
    bl_options = {"DEFAULT_CLOSED"}

    # Custom Properties
    text = bpy.props.StringProperty(name="Text:")

    # Draw
    def draw(self, context):
        Mybool = True

        layout = self.layout

        obj = context.object
        row = layout.row()
        row.label(text="Path Randomizations:")
        row = layout.row()
        row.operator("path.subtract", text="-")

        i = 0
        while i < paths:
            # Visible UI
            box = layout.box()
            row = box.row()
            row.use_property_split = True
            row.label(text="Path Variable:")
            row.prop(context.object, "varpath", text="")
            if context.object.varpath != "":
                row = box.row(align=True)
                row.prop(context.object, "minvar")
                row.prop(context.object, "maxvar")
                row = box.row(align=True)
                row.prop(context.object, "randonrender", text="Randomize On Render?")
            # Special Number
            i += 1

        row = layout.row()
        row.operator("path.add", text="+")

        RANDOMIZER_UI(self)

def register():
    bpy.utils.register_class(RANDOMIZER_UI)
    bpy.utils.register_class(add_data_path)
    bpy.utils.register_class(subtract_data_path)

    # Registering Variables
    bpy.types.Object.varpath = StringProperty(name="Variable Path",
    description="Input field for the randomized value")
    bpy.types.Object.maxvar = FloatProperty(name="Max Value",
    description="The maximum value for the variable path", default=1)
    bpy.types.Object.minvar = FloatProperty(name="Min Value",
    description="The minimum value for the variable path", default=1)
    bpy.types.Object.randonrender = BoolProperty(name="Randomize On Render",
    description="Determines whether or not the value is randomized upon rendering an image")

def unregister():
    bpy.utils.unregister_class(RANDOMIZER_UI)
    bpy.utils.unregister_class(add_data_path)
    bpy.utils.unregister_class(subtract_data_path)

    del(bpy.types.Object.varpath)
    del(bpy.types.Object.maxvar)
    del(bpy.types.Object.minvar)
    del(bpy.types.Object.randonrender)

if __name__ == "__main__":
    register()
```


texts: How to make a fabric with a solidify modifier doesn't pass through itself?

texts:
I've created a sail. I made a plane of right form, applied to it solidify modifier and cloth modifier . But when I added a wind, back surface of the fabric touches front surface and passes through it.

How to fix this?
If I turn on self collision - fabric swells, like a pillow.


texts:
I tried all answers from Internet, press W - "Clear All Restrict Render", uncheck my post processing - "Compositing", recalculate my UV, Ctrl+N, switching back to CPU render, switch to blender render, etc., none of them works in this case. NOt sure if this is because I import the object from makehuman. My object view, material view and render view attached.

Material view:

Object view:

Who knows any other trick I should try?


texts: Transfer weights of selected faces to an other bone possible?

texts: I forgot to apply mirror modifier to my model before I parented the rig to the mesh. I did that afterwards but it made occur some errors with the weight paint.  The screenshot shows my problem especially for the leg. It's weighted for the bone I crossed with red. The other leg is controlled by the very same bone.  The mirrored bone on the other side on the other hand doesn't have any weighted part on the mesh.  Is there any possibility to just transfer the selected faces (as visible in the screenshot) from one bone to an other of the rig? Or do I have to delete all vertex groups again and re-connect model and rig?


texts: Can the Bevel modifier make the same angled edges when the box is not exactly a cube?

texts:
It seems that the angle is sort of proportional to the lengths of the two faces. For example, the box in the screenshot below has a shorter height when compared to the width or the height, so the edge between the top face and a side face is less rounded than the edge between two side faces.

But I want the same shaped edges for all edges. I have tried changing some of the parameters, but I could not make them the same. Is it possible to get what I want with the Bevel modifier, or do I have to not use the modifier and manually round edges separately using the Bevel tool of the Edit mode?


texts:
Real curve noob here.

I'm building fan blades. I have an extruded cube and a BezierCircle. I just want to place copies of the object around the curve. But when I do wire up the object and curve It completely deforms the shape of the object rather than just position copies around the curve.

I end up with this:

How can I stop the curve altering the shape? Or am I just getting the entire approach wrong. Very confused.


texts: Can't scale biezer curve object after editing object in Blender 2.8

texts:
I can't scale a bezier curve object in Blender 2.8.  The thing is I was able to do this when I created the object.   I worked with it a little bit and it just stop scaling.   See animation below

I know people have had similar issues and they say "deactivate the Manipulate Center Points"  deactivate manipulate center points
But I can't find that in Blender 2.8

Here's how I created the object from the beginning.

I'm running Blender 2.8 Ubuntu 18.04 64 bit.


texts: How do I freeze a frame of a Mantaflow Smoke sim?

texts:
I have a 75 frame smoke sim (Mantaflow- made in 2.82 release version) , with noise baked on it- all good so far.
Now- how do I freeze, say frame 75 and have the same smoke, static, for as long as I want?
Basically I want to use the resulting smoke trail, as simulated on frame 75, but without any animation and I want it to stay/last as long as I want/need.
I’ve tried deleting all the cache files from whatever.0001 to whatever.0074 and renaming all the left over frame 75 files to whatever.0001 (like you could do to fool the ‘old’ smoke sim) and I don’t get terribly much of anything happening smoke wise… any ideas?


texts: Shrink-wrap transparent label - render artifacts

texts:
What am I doing wrong, please? I applied this "H" label to the jar and get this. It's image plane shrink-wrap-ed around the jar. See my settings down. Even when I move label a bit from the jar, I still get this.
Thank you for your help!


texts: Keying visibility of object collections with single property in 2.8?

texts:
I know this is a common issue, but I can't believe there isn't a better way to hide/reveal objects in an animation, besides moving them far into the distance from camera, scaling to 0 or keyframing the hide_render value, but all of these pertain to single objects, and require adding animation data to each object.
It also appears you can no longer keyframe the viewport hide property either in 2.8 but I need a solution that applies to render and viewport display.

All I want is to make a collection of objects invisible with a single property in 2.8 that can be animated/keyframed, but I cannot find an elegant solution.
I could parent all objects to an empty and apply 0 scale/move far away the empty, but this is hacky and inefficent with regards rendering.

Just wondering if there's a simpler, more elegant solution that I've missed.


texts: Cycles Gradient Texture node: Why "Linear" is not linear on a "default" plane?

texts:
I want to render a plane with a linear gradient texture that can be rotated as needed.

I've set up a basic working node network as shown:

I can rotate the gradient using the Mapping Node - > Texture -> Rotation.Z coordinate, however the rendered gradient is always logarithmic rather than linear:

This is the true linear gradient that I am looking for:

I've played around with the scale and location vectors but they have no impact on the linearity of the gradient.

Here's my scene (1 plane, 1 sun lamp, orthographic camera):

A similar question was asked a while ago over here but no real answer was given.

Any suggestions would be appreciated.

[Update]

It seems this may be due to the Color Management applied by Cycles.  I'm using Cycles because as I believe you can't rotate gradients (blends) in BI.  If this is not right, please let me know.

I'm really just trying to determine if it is possible in Blender to render 2D shadow mask planes using true linear gradients. I alrteady have 3D geometry that the masks need to fit perfectly against, so I extruded edges from these objects to create new 2D planes.
[End Update]


texts: How to start a cycle at frame 100 using modifiers?

texts:
I want to cycle an animation that doesn't start until frame 100. I want the animation range to loop from
100-130 for the remainder of the animation. Anytime I try to restrict the f-curve to frames 100 onward it only allows me to do it a single keyframe at a time. Obviously I wouldn't want to do this for an entire cycle piece by piece.
When I select multiple keyframes in the graph editor the f-curve options are no longer visible.


texts: How can I create slope with precise angle in edit mode?

texts: I'm trying to create slope by rotating face with precise degrees and want the left and right walls stay vertical (I get it at angle like in picture). What is the best practice to to such things?


texts:
I downloaded this add-on, but can't seem to find where to use it in any of the menus. I'm using version 2.81 of blender. Does anyone know where I can find it in version 2.81? Or does it even work in version 2.81?

It says its located in the Toolbar in the 3D view, but can't seem to find it there. I'll include a picture. Is this the correct toolbar? Or is there another one?


texts: How to add randomness or variability to Action Strip scale

texts:
I would like to add variability to an Action Strip's scale, ideally within a range of values I select.

In the wing beat strip below, for example, I would like to scale between something like .3 and .5 with a curve... or noise, or something. This variability is not within the individual actions contained in the AStrip: rather it adjusts the scale of the strip throughout its repeat range.


texts: Mathematical functions for mesh in Blender 2.8 beta

texts: Does somebody know if it is already possible in the beta 2.8 to use mathematical functions for the mesh? I could not find the Addon "Add Mesh: Extra Objects", which I uses in 2.79. Any other solution for this?


texts: I was creating a 2d animation and realized that i wanted to change the color of the strokes later on. I saw a 2.8 tutorial on this but it says that i need to press assign, but there isn't any.


texts:
As you can see in the picture the black things shows thru the glass but the other glass shape doesnt. The other glass shape is the same distance from the glass so its not just out of range.

The other black things only show through the glass when their materials have "screen space refraction" de-selected

The glass must have "screen space refraction" selected to show objets behind it.

Other objects in same the glass material won't show through this glass.

What could be wrong here? Why are the black things visible but not the other glass shape?

Thanks to anyone who knows anything about this!


texts: How can I render a very large image in cycles?

texts:
I want to render a image in 20000x20000 pixels. But I get the error GPU out of memory. My Peak in constantly getting higher. It starts at 280M, after a hour it is 2000M.

I have a GeForce GTX 1060 6GB. I uploaded my model via an OBJ file it. The Blend file is 90 mB. I have save buffers on to reduce the memory usage .

Has someone a idea how i can still render this image in 20000x20000 pixels? or is this just not possible.

Thank you in advance.


texts: Looking for the Blender.exe file to switch .blend default app but cant find it

texts: I downloaded update but my .blend files keep opening with old version of Blender. I'm trying to change "open with" on individual files but i cant find the actual Blender.exe file location in the 2.82 file. Silly but I can't.


texts: How to create an operator that exports location over time

texts:
I have a plane floating on an ocean.
My script outputs a CSV file with the position of the plane's four corners.
How can I use an operator to fill this CSV with the position of the points over time, as the plane floats and moves on the ocean waves?
For example, in intervals of 0.1 second.
Here is the code I have so far.

import bpy

outputFile = 'G:/BLENDER/ocean/plane_coordinates.csv'

verts = [ bpy.context.object.matrix_world * v.co for v in    bpy.context.object.data.vertices ]

csvLines = [ ";".join([ str(v) for v in co ]) + "\n" for co in verts ]

f = open( outputFile, 'w' )
f.writelines( csvLines )
f.close()

It works fine as it is.
I need to find a way to make it reiterate every 0.1 sec and have the CSV file fill up as it goes. Let's say for 200 sec total.
Thank you all very much.


texts:
After intersecting (knife) two surfaces that didn't exactly match, I'm left with a vertical wall where the cut was made (circled in red). What can I do to "remove" the wall? Concretely, I would like the vertices of one "lip", say the upper one, to be projected on the lower lip, so that the vertical faces can be safely removed.
What I tried (and why I'd rather not go that way)
Bridge edge loops: it wouldn't work because the vertices don't match. As you can see, the upper lip has more vertices.
Resizing along edge orientation: I could select a pair of vertices that defines an edge in the lower lip, define a transform orientation, select vertices in the upper lip that are above the edge and resize their transform Z (or another fitting axis) to zero. While it would surely work (I don't need adjacent faces to share every vertex, I think), it would be long and tedious, and error prone too. In this case I have four edges, but what if I had a similar case along 50 edges?

EDIT
Here is a Blender file with a scenario similar to mine.

EDIT 2
To avoid the XY problem, I'd better describe in more detail how I came to the problem. Maybe I can work in a different way.
I have two lines - say they're the border of two converging roads. I wish to join them with a smooth surface (but I want to be able to model it, i.e., it should not be "the mathematically smooth" surface).
My approach was to extrude from those edges, along the edge normal, so to "continue" the road surface, then I would intersect knife them. However, one of the roads is the main one, and its extrusion must have a minimum width. In the screenshot above, the green quads are the road side extrusions, and the one in the lower part of the image is the main one.
Look at the following picture: the highlighted line is the main road border. The z axis is exaggerated.

I extrude the road sides:

Now I need to join the two inner edge loops. What I did above is extruding the secondary one towards the first, then knife it using the main border's extrusion along Z. However, this gave me bad topology. Nxdhin2005's process gives me a good mesh, but it would be hard to match the other border just by adjusting the extruded one.
Maybe I'm overthinking this, and I should just bridge the two edge loops, then add detail on the new faces, maybe by sculpting?


texts: List of objects in scene with counts (verts, faces, tris)?

texts:
Is there a way to see a list of all objects in the scene with the number of verts, tris, faces of each object?

I know you can click on a object and go into edit mode and it shows the numbers, but if you have many objects in a scene and you have to decrease the amount of verts in the scene this procedure gets tiresome.

A list with all objects of the scene and their counts where you can immediately see where you could possibly remove some verts would be very handy.

------------------------------------------------------------

Edit: If anyone is interested the user sambler and i (independently) both wrote an addon.
Look further down for his solution.

Mine is downloadable here:
pasteAll download

The addon shows the geometry information of the scene.
It is sortable and you can select an object by clicking on the button.


texts: Follow Path and Track To constraints together

texts:
I've got a camera with a follow path constraint:

Throughout the animation, I'd like to be able to make the camera point at something in my scene, rather than forward along the curve. For example, I'd like to make the camera look at Suzanne as it rounds the corner in the top right of the screenshot. This should be a smooth transition from pointing forward along the curve, to point at Suzanne, and back to forward along the curve.

I've tried parenting the camera to an empty, and tracking to the empty. The idea was that the empty would come along for the ride with the camera, but it could be moved off toward Suzanne as it gets close to the corner.


texts: How can I stop Blender from rendering the 3D scene instead of my video?

texts: I am trying to render a video in the video editor of Blender 2.83b. However, when trying to render it, Blender just renders a view of the default cube instead. I have never interacted with the 3D scene in this project and I just want to render the video I made. How can I get it to render the correct thing?


texts: After making retopology with a plane, what should I do then? Should I delete the original mesh or is there some option to apply that new topology over the old one. In videos that I watched nobody really described what's after that.


texts: how to add roofs for a city from an image?

texts:
I saw a video on making a city on blender. Every worked fine until the step where he added rooftop for all buildings using an image from UV editor. I did exactly as he said but the changes are not visible in the city.
This is what i did
The one on the left side is the image from which rooftops are taken.
The result in the video is

but for me, the building roofs are still the same.
This is the video link : CG Geek
Any suggestions will be really helpful


texts: From what I understand, this should be extremely easy to rig. The problem is I've never rigged anything, so I have no clue what I'm doing. I created this model, and I want to rig it where the origin points are. So that the outtermost legs are connected with the innermost legs at the top of the model, and the two center legs are connected at the bottom.


texts: Extruding an arc shape with a plane as the extrusion path

texts:
I created this model in AutoCAD and I am looking to recreate this design in blender.

To create the model I created two closed polylines and set there Z's. To draw the arc between the top and bottom plates the UCS can be aligned so that an arc can be drawn in 3D and then extruded along the top polyline to create this part that looks kind of like a lantern.

I am continuing to try to do this in Blender but I have not yet been able to achieve the design. Is this possible to model in Blender?

Thank You!


texts: I have a moon object and I'd like it not to be affected by parallax for the camera. I want it to look as if it's infinitely far away, without just moving it really far away in my scene. Is this possible?


texts: How to invert gloss on a procedural texture?

texts:
How can I make the upper layer/exposed part glossy. Currently I have the
opposite, the lower part/holes is glossy, while the more exposed outer part is
rough.
What I want:

What I have:

I suppose it's glossy because it starts melting sooner.


texts: Using a 360 rotation to drive another object so that it rotates 0-180 and then again 0-180

texts:
I've got a bit of a remapping problem with my driver setup.
Driver disk rotates 360 degrees (or more)
Driven disk should match the driver for 0-180 degrees.
Driven disk should then rotate again from 0-180 degrees for the 180-360 degrees of the driver object.
Its basicly a question of mapping the rotation from one object to another
with the rule that the driven object is always rotating 0-180 degrees, never 180-360.
It would be especially great if this works for driver values beyond 360 as well.
Could this be done?
Im guessing it would need a scripted expression, but perhhaps there is a simpler way.


texts:
Is there any way to add bone constraint through python api?
For example, I have two armatures:

armature1 = scene.objects['armature1']
armature2 = scene.objects['armature2']

Next, I select bone from each of armatures:

selected_bone = armature1.pose.bones["neck"]
target_bone = armature2.pose.bones["neck"]

And now I need to add a bone constraint for selected_bone to copy rotation of target_bone. Does python API have such method?


texts: Paste X flipped post not working correctly

texts: I have made a character in blender and rigged it and happy with it. But for animation, I find that Paste x flipped pose is very much necessary for various animations like walk cycle, run cycle, etc. I named all the bones with the correct suffix ('.L' and '.R'). Paste x flipped pose works, but not as I am expecting. Where could I be wrong in rigging?


texts: Blender 2.78 release doesn't start in ubuntu 14.04

texts: I usually use the PPA: thomas-schiex/blender for installing Blender. I had never problems before with it. In September 2016 I used Blender 2.78 RC, and it worked well. But in October I've installed Blender 2.78 release (using apt-get install command), and my Blender is not starting now. What to do? Thanks!


texts: When I assign a texture, it appears in the preview but not on selected faces

texts:
I have several faces assigned to a material slot. However, when I try to assign a texture to it, the texture appears in the little preview box but does not appear on the faces. They slightly change color but do not show the actual texture.

Here is what I am doing:

Assign faces to material slot
Go to Shading tab
Make sure that the right material slot is selected
Drag texture image from file into the node area
Make a link from "color" to "base color".

At this point the faces slightly change color. I even tested this exact approach in a new project on a plain cube and it worked!


texts:
I have a blend file where smooth surfaces are somehow rendered in a terrible way (full of black spots, rough edges, bad reflection.. the works).

If I export the object (fbx) and import into a new .blend file, everything is fine
In non-render modes (Solid / Material mode) everything looks butter smooth

So the issue seems not to be with the object, but rather with the render / other blender settings - but I can not fine anything wrong!

Any help is greatly appreciated :).

You can find the file <>.

Warner


texts: switching between layouts Blender 2.8 (Mac laptop)

texts:
I am new in Blender. I realise that I can not switch between layouts in B2.8 I am following the shortcut ctrl+pageup and can not make it work out. It might be cause I do not have a pageup button. Did anyone experienced this?

Thanks a lot


texts: What is the proper way to turn a mesh into solid white?

texts: I'm trying to use the grease pencil tool to try and mess with 2d animation in blender. I made a grid background but I'm running into issue with turning it pure white. Right now the background I made is grayish after applying color. Should I make a quick background image of pure white and import it? Whats the proper way of turning a mesh into a solid color?


texts: How to model an accurate parabolic mirror with a known focal point?

texts:
I am new to Blender and really enjoying it now, but... I want to make an accurate parabolic mirror with a known focal point. For example, I would want to have it focussed so that a parallel beam could be reflected from the focal point outwards.

This will be 3d printed and then used with a tiny sonic transmitter/receiver set up to map surroundings, for a small rover bot. I think this could be done with a Bezier Curve, at least the general shape could be emulated. But how to make the parabular accurate for the focal point? I am guessing that once the general shape was made, it could be extruded away from the front to make it more solid.

The focal point needs to known so I can add struts to mount the sonic electronics. I'm not worried about scale or size at this point, just the method that I can repeat. Ive looked for some scripts that might help, but not found anything yet.

Thanks for your help.


texts: Hey everyone. It's me again and I have another problem. I've been following the Blender Guru's realistic fur tutorial,but when I clump the fur and use the threshold,something weird happens. Instead of behaving like in the image above,they act like the example below. I'm not sure if this is a bug or not,but it's very annoying and I need help fixing it.


texts: can't find python debug console in blender 2.7.6

texts:
I'm trying to debug a Python script by placing print( "hello") statements in my code.

But where does the output appear?

It doesn't appear on the Python Console, there is no option for 'Window > Toggle System Console.'

I am using blender 2.7.6 and ubuntu 14.04


texts: Objects render with grey lines Cycles, Blender 2.8

texts:
Good day
Some of my objects seem to render with strange grey lines and shapes. Using cycles in blender 2.8.
Here is my render.

does anyone have an idea of what might be causing this issue.
Thanks


texts:
I'm learning to use blender in order to get this result:
when I push a button on pygame I'll have a solid, like a stone, appearing from the ground. on this "stone" I would have written a text from a file that changes every time I use this function. I would only ask if it's possible with blender to have this result, or it's better to give up and think something more easy to do?
thanks for the help.


texts: Render Farms: Blender 'Network Render' Vs Multiple Computers + 'Place Holder' / Network Path

texts:
Just a quick question --
I'm wanting to setup a small 'render farm' for an animation I'm working on.

There's a tutorial here on building and configuring one, which uses the network render plugin.

Alternatively, there's another I saw here that looks at using a network save location, and setting up individual computers with the scene + assets all rendering different frames of the animation, and it uses a method to check if a frame has already been rendered.

The 'network render' makes the most sense (apart from some additional setup) - however, feels more straight-forward as compared to the second method.

I was just wondering: is there any difference between the two, or are they essentially achieving the same thing? (I know, logically, it would seem it's the same thing, but I am curious if there's anything else taking place "under the hood" that could be of more benefit one way or another).

Thanks!


texts: why does the fog in 3d view look better than in rendered result

texts: Hi i'm trying to render a short scene with volume scatter and eevee. in 3d view the fog looks very smooth but in the final result you can see lines in the fog. I hope somebody can help because i really couldn't find anything that helped.


texts: parented cube wont move unless data values entered into location fields?

texts:
The cube is parented and will only move when I enter values into the location fields but not when I try to move it with a mouse?

the file


texts: Multiple artists modelling the same file

texts:
I am looking for a workflow that allows multiple artists to work on a project where users can work in parallel and assuming they don't change exactly the same thing the work can be smoothly merged.

I am used to working with a game engine using xml and many separate binary files which works well with a versioning system like git or svn.


texts: Filling emtpy mesh after applying boolean intersect

texts:
I have a mesh that I applied a Boolean modifier to cut it at a certain size. The mesh is made up of lots of cylinders at different angles.
At the edge of the now cut mesh there are open meshes that I would like filled or have a face applied. Is there a quick way to do this instead of going to each section individually to fill it?
I attached a photo to hopefully make it clearer. The yellow arrow shows some that automatically created a face and the red arrows show empty spaces.
I hope this is all clear enough!


texts:
I'm following this tutorial:
Ducky 3D - Hard Surface landscape in Blender 2.8
But I have different options in Voronoi Texture node.
How can i get this result?


texts: How do I calculate all motion before rendering?

texts: I am using pairs of empties, 'tracked to' each other to create a piston effect. I spent a long time getting the motion to work so that those empties are children of moving objects. It works OK, but the empties need to be reminded, almost every frame, to track it's counterpart. Is there a way to have blender calculate the motion of the scene so that these tracking constraints work correctly each frame? Any advice?


texts: Using bevel profiles to create picture frames

texts:
I'm trying to use the new custom bevel option in Blender 2.82a to make picture frames.  How can I invert the custom Bevel profile to create this.  My thoughts where to use a cube and delete the faces that aren't used but how can I make the bevel be on the inside.  Is this the easiest way to do this?

The direction the bevel needs to take to mimic a frame.


texts: What shader do I use to have a shadeless cartoony look on my model?

texts:
Can anyone recommend shaders / materials to use so my model looks something like this? I need it to look like this in Unity as well.

I want the game to look something cartoony and "shadeless". Here's another sample reference

Does a shader / material like this exists?
Thank you!


texts: Is there a way I can make loop cuts of multiple (patterned) widths?

texts:
I want to be able to make a loop cuts like this:

In this example, I just approximated the width between cuts, but I would really like to be exact.

I'm planning on modelling a Ka-Bar knife and I was planning on using this for the handle as shown here:

Obviously this image/diagram thing is a slight oversimplification of what I'm actually trying to do (I'll need an additional, smaller width, C, between A and B so I can scale A up or B down on the Y- and Z-axes in order to get the the little grooves), but for the purpose of my question, I think this simplification is fine.


texts:
I made a campfire in Blender and I would like to render it with a specific photo in the background, but when I start rendering, the photo is missing.

Edit:

Thanks for your links they explain my problem. But I have a node setup like this:

I don't know where to link the image and alpha node! Is there a possibility to create a new node channel where I can set my complete campfire nodes as one node?


texts: How can I transform origin when I am in Edit Mode with shortcut?

texts:
I come from Maya, and my first problem as you probably know is how can I transform origin in edit mode with shortcuts. Is there some good addon even paid or can I keymap this. What I want is this:

Select object in object mode with mouse
Swith to Edit mode with Tab key
Select some verticies with mouse and Shift key
Press (Some key) to switch on/off for transforming origin
Press (Some key) to activate on/off Snapping mode
Press (Some key) to switch Snapping mode, etc: edge / vertex or even closest or middle

Thank you.


texts: Use the view from other cameras in the scene as VideoTexture in Cycles

texts:
I have a scene with monitors that display video from cameras in the same scene (or other scenes, but all of them are linked i.e., same objects in the scene). The cameras shown on the monitors do not view the monitors, so no looping should occur.

I found https://www.youtube.com/watch?v=mPFhX_ogL2Y that shows how to get the effect in the Game Engine.

I would like to do this in cycles.

Essentially I would like a material input node that corresponds to the output of the composition of a particular scene. The incoming image should honor the render settings of the particular scene and any compositing applied to it.

The Render Layer node does not appear to honor the resolution or compositing settings of the scene it comes from, and is not available to apply as a texture in the material node editor (that I can find).

I understand that this could be done by rendering the animation from the various cameras, then applying that video as textures to the monitors, then rendering the camera of the monitors. That's super tedious if your making changes to the whole scene, and I don't want to do that.


texts: Determine if a Python file is running in Blender?

texts:
My add-on needs to run both inside and outside of Blender (I have unit tests that I run with a headless version of Blender to make sure everything continues to work).

How do I determine in my __init__.py file if my package is being loaded and ran in Blender versus being loaded in just normal Python?

What I've tried:

globals() does not seem to contain anything useful to check at least in a loaded Python file. It has quite a few things in the Python console as well as when running a file from the TextEditor in Blender.
sys.modules[__name__].__addon_enabled__ does not seem to work
try: import bpy work for my case as I have a module in my environment called bpy (headless Blender)


texts: Is there a way to move, scale and duplicate hidden objects with the gizmo?

texts:
I'm using 2.80 and want to do several difference booleans on an object.  I would greatly prefer to adjust the modifier object while it is invisible so I can clearly see the results.

What I really want to do is move and scale with widgets so I can easily do so on a specific plane, then duplicate the object for another boolean.

Using the properties editor I can move it, but I haven't figured out if I can use said editor to scale on just two axes so I sort of get what I want but it is very cumbersome.

I'm new to blender so I'm unsure if there's a setting I am missing or there is some other way to achieve a smooth workflow.


texts:
I have a sculpted object which was edited manually in edit mode. Since than the symmetry was broken. I want to make the object symmetrical, but since it was a sculpted object it was not idencical geometry on both side because of the dynatopo. There is no an edge loop on the symmetry plane.

So I can't select the left or right side properly to delete and use the mirror modifier.

How to make an object like this symmetrical?

To prevent this issue: is there a way to do transforms (transform, rotation, scale) symmetrical in edit mode?


texts: how to animate concert crowd in blender without animating each individual person?

texts: what would be the best way to do this. im am using make human to make rigged 3d models for the crowd. its going to be focused on the crowd so it needs to look good up close. Right now i am thinking the best way to go through each person and animate them with keyframes but maybe there is a easier way? i want them to move like a crowd at the concert. They are going to be very close to each other


texts: Why is there no displacement in height in the texture after adding the normal and height maps?

texts:
The plane is just flat without any height based off the normal and height map texture used in the PBSDF.
Ive added the bump node and normal node for the displacement and normal maps yet there is no bumps on the plane. There is also pixelated lines on the surface of the plane when the strength of the bump node is 1. What am i doing wrong?


texts: How fracture an object into spinters like it's made of wood?

texts: I have a simple table leg I would like to fracture. The result should look like wood, i.e tall sharp splinters. How can I achieve this (with or without the cell fracture addon)


texts: Made the leg IK bone, tried to attach the upper leg bone to the pelvis but after attaching it, the body rotates a little bit

texts:
I'm relatively new at rigging in Blender, and I tried to rig a humanoid model that I made. Everything went fine, but after finishing the leg IK bone, I tried to attach the upper leg bone to the lower pelvis bone to allow the model to crouch. But after attaching both leg bone to the lower pelvis bone and going to pose mode, the model and the rig was slightly rotated clockwise. When I lowered the lower pelvis bone to make the model crouch, the model leaned to one side and not the middle.
 Here is a copy of my .blend file of my model before attaching the leg to the pelvis: Character
Any kind of help will be appreciated.


texts: Mirror and Subdivision modifier in 2.7 vs. 2.9

texts:
Years ago I've been exploring Blender 2.7 to model 3d surfaces. I recently resumed my attempts but first of all installed v2.91. Then I copied one of my old files and started to modify it in v2.91. Everything is going fine as long as I modify a copy of the old file, but when I start a new one from scratch using the same method, it looks and behaves differently.
My method is based on creating a mesh (only a surface), adding mirror modifier to keep it symmetric and adding subsurface. Smooth shading is also turned on. The first screenshot depicts the old file, where edges and vertexes follow the smooth surface. It is very pleasant to work with because I edit exactly the shape I get when I finally apply all modifiers.

However I just can't reproduce it in a new file. Instead I see only the unmodified mesh, partially hidden behind the surface. How can I achieve the old behavior in a new file with Blender 2.9?
Note: in the old file the second modifier is named Subsurf while in the new file it is called Subdivision. I guess it is related to the problem.


texts: Is there a way to stop Cycles Computing Transparency?

texts:
I'm trying out a method of rendering smoke in Blender Cycles through the use of Image Planes and Smoke Textures as Johnathon Lampel shows in his recent tutorial: http://www.blendernation.com/2015/07/04/faking-smoke-with-particles-in-cycles/

This is my current result:

And this is my node set-up:

As you can see, in order to prevent cycles from rendering transparent planes at the back of the particle system as black I've had to bump my Transparency Light Path Bounces up to a Max: value of 56, which in turn takes a while to render (1min 56secs on half-res 10 samples).

I feel that it should be possible for Cycles to simply disregard Transparency, so instead of computing it as a bounce, it just treats it as though it's not there, rendering the smoke image but not the alpha surrounding it. As a result this would drastically save on render times.

Does anyone know if this is possible? :)

Thanks!


texts: Create Additional Curves Morphing Between 2 Input Curves

texts:
I'm wondering if there is a way to create multiple curve objects that morph between two input curve objects.

In the illustration below, the input would be curve 1 and 4. I'd like to automatically create curves 2 and 3. I'd like to be able to create around 30 curves in between the 2 input curves. I'm guessing this would need to be done by python scripting.


texts:
I need a Mesh (640x480) with vertex-indices for 0 to 639 in the first row, 640 to 1279 in the second row, and so on.... I will try to show what I mean in the picture:

First, I tried to use a Plane and subdivide it, but by doing that it destroy any useful indices of the Vertices. In my second attempt I use:

bpy.ops.mesh.primitive_grid_add(radius=1, view_align=False, enter_editmode=False, location=(0, -0, layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

to create a Grid with bpy. It creates a 10x10 Mesh (9 faces a row), with indices like I need. Now it just have to be bigger. Does someone know a command to create a Grid like I need with the 640x480 vertices?


texts: Blender Sine wave calculated incorrectly?

texts:
While working with Blender built in sine waves, I noticed that the sine waves do not perform a full round cycle every 90 frames.

Its offset by roughly 1.5 frames every 90° (Yes I checked the multiplier and everything. Its on the default setting: 1) Am I doing something wrong? I'm using Blender 2.76b


texts: Will Cycles eventually replace Blender Internal?

texts:
I remember reading (I can't remember where though), that the Blender Internal render engine had become difficult to maintain and is not based on a modern architecture (hence - Cycles was created).

My question then is this:

Will Cycles ultimately replace the internal renderer?

I have grown somewhat fond of the internal renderer (because I'm accustomed to it and setting up scenes for it), and wish it could be more modern, but I know things might have to change.


texts: This is an object for which I want dimensions.


texts: I've constantly been running into bevel issues, where instead of 'rounding' the selected edge, it is warping the surface, creating texture I do not want. I am currently using a Mac (shortcut I use for bevel is command+shift+b--command b does not do anything for me) and every tutorial I try out, I get stuck when it comes to rounding any corner or edge. Is there possibly a fix for this?


texts: Is it possible to have a particle randomly rotate around a single axis?

texts: I'm creating a particle system with particles set to display as a plane with an image on it. I'm trying to get the particles to rotate randomly, as in some rotate clockwise and some rotate counterclockwise, while still being able to face the camera, as they are duplicating a plane. All my attempts to understand the rotation system are in vain, I can get them to rotate to a single direction, but both "Random" sliders aren't constrained to the axis I want. They don't seem to obey the initial orientation I set. Any ideas?


texts: Can someone give to me any suggestion to set up correctly the spot lamp ? I would like that the light is like the one that you see on the last attached picture. I watched a tutorial,I tried different kind of parameters,but I'm not fully satisfied....very thanks.


texts: I am modeling an alarm clock and they say to go to mesh UV unwrap then unwrap in my face for the clock. I have to giant circles I just want one.


texts: Diffuse BSDF texture on cycles doesn't reflect the Hdri in some parts?

texts:
i was creating a 3D Eye on Blender and i added a Diffuse image texture map, and it reflects an Hdri image, as you can see, the blue part of the eye doesnt reflect this (fig 1.), it's weird since it's only a single geometry with a single texture...It is possible to make it look better, like the image is reflected on all the geometry? (fig 2.)
Does anyone know what to do?
Or how can i make the Fig 1. looks like exactly the Fig 2.?


texts: How to create basic lighting for presentation images

texts:
I just finished my 3d model and I want to sell it. I want to light my scene to make the presentation images. What I want to say, is better to  use a HDRI or lamps for this kind of renders? (presentation images) I want to show my model in the best way.
(I created a small object-a pickaxe and textured it with PBR textures)

I watched a few tutorials and all were focusing on creating an artistic look. I want just to show my model as it really looks.


texts: Insert video to sequence editor with python Script

texts:
i want to create a button for insert a video to video sequence editor.
i have written a script :

import bpy, os

class insertVideo(bpy.types.Operator):
    bl_idname = "scene.invideo"
    bl_label = "Insert Video"

    def execute(self, context):
        episode_path = "F:\\Dokumen\\Target\\Develop Apps\\addon_blender\\tes"
        bpy.ops.sequencer.movie_strip_add(episode_path)

class MyPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "My Tools"
    bl_idname = "my.panel"
    bl_space_type = 'SEQUENCE_EDITOR'
    bl_region_type = 'UI'

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

        obj = context.object

        row = layout.row()
        row.label(text="Movie File")
        row = layout.row()
        row.operator("scene.invideo", text="Insert Video")

def register():
    bpy.utils.register_class(MyPanel)
    bpy.utils.register_class(insertVideo)

def unregister():
    bpy.utils.unregister_class(MyPanel)
    bpy.utils.unregister_class(insertVideo)

if __name__ == "__main__":
    register()

In episode_path = "F:\\Dokumen\\Target\\Develop Apps\\addon_blender\\tes"

I have 3 videos :

file1.mov
file2.mov
file3.mov

I hope, when i click this button :

It will insert all videos from episode_path. But, i have a problem. When i click the button, it always show error :

Maybe you can help me, What did i miss?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

@cmomoney @sambler Thanks for your answer guys. Finally, i can finish my first addon in blender. I add this in execute function :

def execute(self, context):
        episode_path = bpy.path.abspath("F:\\Dokumen\\Target\\Develop Apps\\addon_blender\\tes")
        episode_list = os.listdir(episode_path)
        episode_sort = sorted(episode_list)
        first_frame=0
        last_frame=0
        for v in [f for f in episode_sort if f.endswith('.mov')]:
            movs = os.path.join(episode_path,v)
            start_frame = last_frame+first_frame
            bpy.ops.sequencer.movie_strip_add(filepath=movs, frame_start=start_frame, channel=1)
            first_frame = bpy.context.scene.sequence_editor.sequences_all[v].frame_start
            last_frame = bpy.context.scene.sequence_editor.sequences_all[v].frame_final_duration
        return{'FINISHED'}

Thanks for your help guys


texts: Can ultra-low-res textures cause problems while rendering?

texts:
This is a strange question, so comment if it's unclear.

I'm making a low-poly piece of art, where many of my objects will have only a single flat color (a cube that's all green, for example).

It seems that I should be able to use a very small texture for each object (the green cube could use just a single green pixel as its texture, for example).

I want to know if this will cause any problems. Should I use 16x16 or 32x32 textures, even though they provide more resolution than I actually need?

I am using the Blender internal render engine, though I also plan to export to Unity for a game project.


texts: Is it possible to delete backfaces as opposed to hiding them?

texts:
So I’m just starting out in Blender - I have 50+ textured and animated models (md3 format) which I didn’t make but need to fix up to render properly in a game engine.  I’ve managed to find md3 import/export scripts so have gotten over that first hurdle.

The issue I have is that my models don’t render correctly in a 3D game but in Blender look “correct” when I enable back face culling mode. Can my models be permanently fixed in Blender to in effect replicate this culling of back faces? If so I am sincerely hoping a more expert user can provide procedures on the step(s) involved?

I’m a complete newbie with Blender - I’ve tried to fix my models both in MilkShape 3D (was promising but removed all animations from my md3s) and Misfit Model 3D (no joy).  I’ve tried flipping normals and other tweaks without success.


texts:
Im modelling this house, and Im looking to automatize de separation from this brick pattern. I started modelling from a plane, subdivided it and bevel those edges to separate the faces I wanted, then deleted the face where its supposed to go the gap. The problem with that, its that once Ive done done the bevel, I cant find a way to change that separation again in a precise way, like being able to change it from 5cm to 10cm all at once. I try using an add on called Jarch vis, and thoug im able to tweak those things, Im not able to change the pattern as a want it to be.
[1]: https://i.stack.imgur.com/Wbf0Y.jpg
[2]: https://i.stack.imgur.com/dgLzF.jpg


texts: When I render an image it comes out different than what I see in the viewport. How can i fix this?

texts: As you can see the bevels in the viewport on the front pyramid are much smaller compared to the rendered image. This is an Eevee render.


texts: Normal Maps can I create my own or download it?

texts: How I can download or create my own what is normal map can we edit in Gimp or Photoshop ?


texts: Texture painting backface culling option doesn't work while symmetry on

texts:
When I try to paint onto a texture while symmetry on any axis is turned on the backface culling option just doesn't work. Is there anything I could have accidentally turn on or off? Because in the new .blend file everything seems to work correctly.
Here I've made a video to make it more clear: https://drive.google.com/file/d/1Fx4lJ6H8iFlJNnN6rUsIaGaXrech_nWX/view?usp=sharing


texts:
Can anyone help me to do python scripting to extract only the vertices of particular portion of an object?
For example, if its a plane mesh I need to extract the vertices of leftmost portion of the mesh using python.


texts:
I want to add another menu item to my Custom Panel for scaling the size of an object by +2. I get the following code whenever I do the scaling.

bpy.ops.transform.resize(value=(2, 2, 2), constraint_axis=(False, False, False),
constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED',
proportional_edit_falloff='SMOOTH', proportional_size=1)

How do I pass this code to col.operator() so it works as at the moment I am getting an error.

This is my current code which works fine and allows me to add a plane or cube object.

import bpy

class CustomPanel(bpy.types.Panel):
    """A Custom Panel in the Viewport Toolbar"""
    bl_label = "Custom Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

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

        row = layout.row()
        row.label(text="Add Objects:")

        split = layout.split()
        col = split.column(align=True)

        col.operator("mesh.primitive_plane_add", text="Plane")
        col.operator("mesh.primitive_cube_add", text="Cube")

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

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

if __name__ == "__main__":
    register()


texts: Sylistic foliage shading in Cycles? Like The Witness

texts:
I'm looking to create some pseudo-"flat shaded" foliage, for lack of a better term. Basically I want all the planes that make up the foliage to have the same lighting so they blend together more.

Here's what I've got so far (excuse the ugly):

The lighting of each plane is pretty different and therefore you can easily spot each plane, especially where they meet.

If you look at the bushes, in particular, on the bottom of this screencap from The Witness, you can hardly make out the individual planes.

Here's another pic from The Witness, I think this was from their dev blog, the foliage looks very cohesive and the shading is very even across the whole thing.

http://static.gosunoob.com/img/1/2016/01/the-witness-pink-tree-puzzle-5-1024x640.jpg

I have read in a few places that one thing to help get more even shading on foliage is to edit the vertex normals so they are more rounded out. I tried using the "Normal Edit" modifier with no success.  A lot of the foliage gets much darker and some places look much worse.

I found 2 addons that are supposed to help perform this process, I couldn't notice any difference when trying to use either of them. They both seemed to be years old and I'm not sure if they work with Cycles or work with the latest versions of Blender at all.

Transfer Vertex Normals Addon

Recalc Vertex Normals Addon


texts:
I'm still learning on how to add weight just so i can animate but i add a LOT of weight on the head, and I don't know how to reset everything.

https://gyazo.com/29159ff8de844e05e033716da0793f1d


texts:
I'm pretty new to 3D modelling and texturing, so when I do a UV unwrap in Blender, I notice that it automatically places the UV islands in a manner that fills the UV bounds without any of the islands overlapping each other, and I typically see everyone else do it this way.

However, for the stuff I'm messing around with in Unreal Engine, I often want my one texture applied over the entire object so I'll grab all the faces from one side of my mesh, Project From View to get those faces on one island (I know I should probably be doing some mark seam stuff instead of this convoluted method, right?), then scale that individual UV island to fit the entire UV bounds, thus getting a "higher resolution" look for that particular set of faces.

I feel like I'm probably doing something deathly wrong by taking that approach, but my models turn out fine in the engine so I'm wondering what I'm missing, especially since leaving them all without any overlap means the UVs have to be very small and often look grainy on my model. What gives? I'd say my three main questions are:

1) Is UV overlap a problem for game assets, or texturing in general?

2) Is there a way more obvious, better way of accomplishing what I'm doing? I often have trouble with unwrapping cylinders and more complex objects with my method, so I'm guessing I need to invest some time into learning to mark seams better.

3) Bonus question if you're feeling generous: Will I need to be taking things a step further with things like baking textures for my uses in Unreal later on?


texts: Pie menu and limited viewport shading options (show subset of an enum)

texts:
So most code exmaples I find are using the option to list all shading options

pie.prop(context.space_data, "viewport_shade", expand=True)

But I would like to only show 3 and have the feeling that I have to create a new
class operator to execute the code like:

bpy.context.space_data.viewport_shade = 'SOLID'

Am right with that assumption?


texts: Is there a way to set the length of the Cyclic Extrapolation in the Graph Editor?

texts:
So I am trying to do a running animation for my person and I have set the key frames for beginning and end of the movement for the calf and thigh and then set the high point in the middle. I need to have it be a cycle, but not for the entire animation, only for a certain amount of time when the person then stops. Is there a way to limit the length of the cycle that is made using extrapolation, or is there some way to make that cycle for as long as its needed?

I can provide more info if needed to understand what I'm trying to do.


texts: Rigid bodies collision of a piston inside a shell

texts:
I am trying to simulate with the piston constraint by putting the rigid body piston into another rigid body shell such that they can work as a piston mechanism.
However, the piston inside the shell is vibrating and the shell doesn't work as which appear as there is a shell cavity. The piston just merely treat the expected hollow part as a solid and unwanted collision happened. Thus, the simulation doesn't work as expected.
How can I solve this situation?


texts: How do I make a single face of an object a particle emitter?

texts: I have an object which has a particle emitter at the bottom. The entire bottom of it is currently the emitter but I would like to make the middle face the emitter. How would I go about doing this?


texts:
My setup is a Windows 10 system running one client and one master, and two Linux Mint systems running as slaves. Four GPUs per slave.

As far as the network setup goes, everything seems normal. The clients are able to communicate with each other, anyway. Problem is, when I click Animation on Network in the client, the render viewport starts empty. Then, once the 'results' start coming back, the frames are pink, and look more like what you would see when using the viewport during mesh construction. There should be an image background in the world, but that isn't visible either.

I've made sure that cycles is selected in the client configuration, and all the render settings such as sampling were configured in the cycles mode before switching to the network render mode.

I've tested this with both animation, and with a simple single frame render. Same results. Everything renders fine under cycles without the network render.

What am I missing? And is there any other information I should provide?

EDIT: I've noticed some other questions here getting answers about seeing pink when there are missing textures. I suppose I should point out that everything in my scene is currently just materials. The only image used is for the world.


texts:
I am using blender to import a humanoid model into my unity application. I am currently having an issue in my unity application, I have an external sensor strapped to my leg which sends quaternion data to unity making the humanoid mimic my movement.
The issue I am having is when I lift my leg to the side (SHOULD BE pivot around local z axis) the unity humanoids leg is twisting (pivoting around y axis).
I have tried loads of different approaches to try and swap the y and z axis in my unity application but this just isnt possible using quaternions.
I have decided to see if I can alter the axis on the bone in blender, I basically want to swap the y and z axis so the local z axis is top to bottom and y is front to back.

When I lift my leg to the side I would like the humanoids leg to pivot on y instead of z.
I'm finding it really hard to explain my issue so please feel free to ask any question, it would also be helpful just to know if this isnt possible so I dont waste even more time.
EDIT - Export Settings & Disconnect Screenshot (Refer to Comments)

After disconnecting the parent bones as @Nathan suggested in the comments it seems to have swapped the z and y axis as required but I now have a different issue. When I lift my leg to the side the unity humanoids leg moves to the side but disconnects from the joint.

This is what blender looked like after disconnecting the bones which I wasnt sure is correct


texts: Blender is not displaying anything when startup

texts:
So I got this new desktop PC (albeit second-hand), and I begun moving my old stuff from my laptop to here, including Blender 2.79. When starting up the program, I was greeted with something I call a clear window. No splash screen, no viewport, no UI, nothing. Moving the window felt laggy, and checking the Task Manager, it doesn't seem to eat any CPU usage, and I could say that it "crashed." I think that some very few people may have this exact problem, but trying to make this question ambiguous could be difficult.

So do you have any solutions, here? I don't have the slightest clue.

The hardware I'm using:
RAM: Nvidia Geforce 7900 GTX, 8GB RAM
Processor: AMD Athlon X4 610e 2.4ghz
Storage: 1TB HDD
OS: Window 10 Pro


texts: finding a link or material pointing to a missing file or path

texts:
In packing a blend file I get a report of 3 missing files (actually, only paths) from an FBX imported from a 3dsMax export:
Error: Unable to pack file, source path 'C:\Users\James\Documents\3dsMax\projects\architecture\scenes' not found

(aside: this path actually exists)
I am not getting any console output in 2.90 for "List Missing Files".   Is there some way I can discover what material or other file pointer are causing these errors so that I can correct them?


texts: Import human from MakeHuman has modifier which has (robe, hair and penis) which should not be there

texts:
Anyone seen this issue before?
I import my character from MakeHuman using the Import Human button. It was all normal.
I was having trouble parenting my rig, so I deleted doubles(Merge vertices 'by distance'), but that did not help.
Next, I read that deleting unnecessary modifiers can help. So I tried that and when I deleted the last modifier, my character had a robe, wig and penis.....wut?
No mater what I change, the issue persists.
Any ideas?


texts: UV Mapping, XZY coordinates to UV coordinates

texts:
I'm kind of new to this and found myself having issues wrapping my head around UV-mapping. (also not 100% sure if this is the correct forum for my question)

I am working on a small rendering engine (perspective software rasterizer) and I can't figure out the correlation between UV coordinates and XYZ coordinates. I'm using blender for modelling and exporting the vertices of the triangles via a python script, writing those as CSV and letting my engine read them in.

So far so good, I then tackled texturing those objects. Created UV maps in blender, worked, but I'm not sure how those are supposed to come into play. When rendering my models I'm solely accessing the vertices of the triangles of the object (XYZ). How does one get the corresponding UV coordinates?

I'm sorry if this is a stupid question, but I didn't find any literature about this. Or am I approaching this incorrectly?


texts: How do I get a python reference to the viewport camera?

texts:
I want do draw a line from one point to another using the blender opengl functions provided in bgl. Both points are in world coordinate system. I found a function in bpy_extras.object_utils called world_to_camera_view which needs a scene, a camera and a Vector of the point as a parameter.
I can get the scene from

bpy.context.scene

but how do I get the viewport camera?

Background: What I want to do is, to write a modal operator which lets the user move, rotate and zoom the camera in the viewport and the lines between the points in the viewport are drawn correctly. Its just an operator to learn drawing with bgl.


texts: How to organize an extensible and reusable object?

texts:
I'm modelling an aircraft landing gear. I have currently done the wheel part only, but as it's just a piece of the whole landing gear, I would like to have it as a "base" object that can be used in many configurations. Some examples (not mine) are front landing gear

(source: foundation3d.com)

and wing landing gear

(source: aircraftrecognition.co.uk)

As you can see, the wheel itself is pretty much the same on either, but the part that connects it to the airplane can be very different depending on the configuration.

Should I create the different gear configurations by duplicating the wheel itself and editing? Or are there better methods where I can have only one wheel model (like an array modifier)? It seems to me the multiple objects approach (wheel, gear) is clumsy as I can't control how exactly the wheel connects to the gear.


texts: Must Vertex Group Edits Remove Current Before Assigning New?

texts:
For reference I am using Blender version 2.79 on Linux.

I have a large cylinder without end caps...2160 rectangles. I am manually selecting certain faces and then created Vertex Group. I can then deselect or select the group as expected.

Then I went to change the selection by removing some of the faces...then assign to the same Vertex Group name. When I go to select (I have previously hit assign with a few different faces from the original) the changes are not honored...it reverts back to the set which was originally there prior to the edits. Assign will never alter this group after the first assign. Is this expected? Shouldn't I be able to edit my selection and hit the assign again? FYI, I have not locked or assigned weights.

I discovered a workaround...just prior to editing I select, remove what is there (everything...the group is now empty), make edits, and then assign (if I forget to hit assign I will lose everything and the group will start over empty). Now if I select the correct faces/vertices show up. Is this workaround a result of some behavior which is expected, or is it a bug?


texts: Unwrap tapered cylinder without UV distortion at tip

texts:
Here are 4 cylinders with a wave texture and their UV unwraps. From left to right:

Cylinder with default unwrap
The same cylinder tapered with proportional editing. Tip vertices are all at the same location. No change to UVs, texture tapers to tip properly.
The same, but with doubles removed. The UVs have changed, but the texture still works.
The same, but re-unwrapped with Cylinder projection. The texture is distorted.

My question is: How can I make UV unwrapping like 3 for 4, or other similar shapes that didn't start with clean UVs? Can I somehow split the tip UVs of 4 to be like 3? Can it be done without Cylinder Unwrap?

I am modeling mesh hair where each strand is roughly a tapered cylinder, but wasn't necessarily formed in such a way that I have clean UVs. But I need my hair texture to taper to the tips properly.


texts: Despite weights being painted correctly, mesh moves in weird ways when I try to animate bones

texts:
So I'm trying to rig this little wolf up, but the weighting is really weird. Whenever I move any of the bones, despite the weight painting being all correct, it moves the entire mesh rather than just that bone and its children. So in the second picture, as you can see the whole wolf moves, but it really should only be the upper body.

I read somewhere that it could be something to do with 'rubber tweak' but I can't find that option anywhere, and I don't even know if that's actually the issue.
Additionally, when I move some other objects that have the weights painted correctly, it doesn't move things enough, like on the tail:

Finally, it seems that it's only the spine that's causing the whole mesh to move, while other bones just don't move the rig enough.
I used the wolf premade riggify rig and edited it to suit my needs.
Here is the Blender file, better late than never: https://pasteall.org/blend/92d516501ec14a029255840b655c5a6e


texts: i have 2 textures, how can i turn one the textures on and off?

texts: I have a snow image texture, and a dirt image texture. how can i set it up so I can control how much of the snow texture is showing? for example if i set a value to 0, no snow will be showing on the dirt. if i set it to 1, snow is all over.


texts:
How can I inset/extrude a face, so that the outer faces have the same width?

Any kind of help is appreciated


texts: How can I rotate a cylinder in such way that one of its faces would be perfectly aligned along one of the global axis?

texts:
For example if I have a cylinder:

and I want to rotate that cylinder in such way that one of its face would be perfectly aligned along one of the global axis; how can I do it?
 Currently I just rotated it by eye to roughly match the global axes. Something like in the image below (you can see that its normals are roughly aligned along the X and Z global axis).


texts: Why is my Xerox font degrading in appearance in Blender?

texts: I was gonna make a Xerox logo remake in Blender, but the letters and et cetera were degraded and their pixels were invisible. How must we fix this??!


texts:
I am new at this. I am extracting files a game. In the game they have thin black outlines, but they aren't part of a model. I am having trouble finding anything about this. What is the simplest way to do this?

Update: I think I am looking for something like freestyle. What is the simplest way to use this to create a thin black outline around a model?


texts: Is there a way I could mirror vertex weight data to the opposite side of the mesh? e.g. from left arm to the right arm?

texts: I have all the naming right (forearm.L / forearm.R etc.), now how can I mirror the weight painting to the opposite side so it applies to the opposite bone? I've only seen manual solitions (mirror copying vertex data and pasting it to the other bone and such). Is there a way I could do this automatically? I don't think this would be too hard to implement into blender, so I dont see a reason why this wouldn't be a thing already


texts: How do I model this chrysanthemum crest?

texts: I'm trying to do a low poly and high poly version to bake down. I attempted modeling it and planning to subsurf the low poly to get the high. Can't seam to get the round surface right and avoiding ngons without adding too much poly. Is there a smarter way to doing what I did?


texts:
Whenever I open the Blender application I see the following unusual blank screen rather than the 3D View.

How can I get rid of this view and return to the usual startup appearance?


texts:
I created this grid for use in a game. Users will use the grid as a guide to add road.

I created the mesh by drawing a rectangular plane and performing several arrays. Then I applied the "wireframe" modifier to create lines.

I now want to merge all the lines/planes together to create single mesh. How is this possible?

Ideally, I'm trying to reduce file size as I just need the lines visible.


texts:
I am having a "python script fail" on my project that I am working on and I do not know why. my script is programmed to turn on one lamp at a time and render an image with a different lamp turned on for each render.

import bpy, bgl, blf,sys
sceneKey = bpy.data.scenes.keys()[0]
filepath = "G:\rtitrial2"
# Loop all objects and try to find the Lamps
print ('Looping Lamps')
l=0
# first run through all of the lamps turning them off
for obj in bpy.data.objects:
    if ( obj.type =='LAMP'):
        obj.hide_render = True
        l = l + 1
print('You have hidden ' + str(l) + "lamps")

# now we can go through and
# individually turn them on
# and render out a picture
for obj in bpy.data.objects:
    if ( obj.type =='LAMP'):
        print (obj.name)
        obj.hide_render = False
        bpy.data.scenes[sceneKey].render.image_settings.file_format = 'JPEG'
        bpy.data.scenes[sceneKey].render.filepath = filepath + '//lamp_' +
str(obj.name)
        # Render Scene and store the scene
        bpy.ops.render.render( write_still=True )
        obj.hide_render = True


texts:
Blender uses OpenVDB 7.0.0 and version of Python 3.9.
But the python module extension (.pyd) for OpenVDB needs version 8.0.0.
Do you plan to upgrade openvdb?
Or do you have any advice how can I make compatible these two versions?


texts: Physics fluid stimulation is not showing rendering tab or being rendered in one particular project

texts: I am in a middle of project. I did some basic flame kind of Stimulation for my project. I can see that effect in object mode and material mode but not in rendered mode. So I created a new project. And linked every collection from my actual project. When I rendered new project. I can finally see the render. But unfortunately I couldn't get my original lighting from original project. So, can you please tell me why my fluid (fire) stimulation is showing in one project and not not showing in other.


texts: How can i rotate an item/bone on its own pivot?

texts:
I'm animating a character but the camera doesn't show the items on orthographic perspective, so i need to (on this case) rotate the character neck but on that perspective it's pretty hard to do it, but is there any solution to rotate it like if it were on orghographic perspective?

Thanks in regard.


texts: No Supported GPU found (windows 8.1 using bootcamp on mac pro 5.1)

texts:
I trust you are all safe and well in these trying times.

I've spent hours going through posts on here and other places to try and get to the bottom of the issue I am having and this is my last resort.

I am running Windows 8.1 through bootcamp on a mac pro 5,1. I have just purchased an interim GPU to replace my stock card so I can do some cycles rendering and help with the general running of the software, I intend to upgrade this down the line. It's a EVGA GTX 680, I know this is on the lower end of things in regards to running Blender but as far as I'm aware it should show in the preferences.

With the Nvidia drivers installed in OSX it works, albeit not as well as it likely would in windows. I've installed the latest CUDA drivers and the Nvidia drivers and it's not showing up. I've tried uninstalling Blender and reinstalling it as someone suggested in one of the many posts I have read. I've tried earlier builds of Blender and none of them seem to work either.

If someone could shed some light on this i'd really appreciate it. I've been a Mac user for 25 years so Windows is pretty new to me, it's driving me mad, seems like to do the simplest of things is a huge pain in the back end.

Many thanks

Neil


texts:
Very often I need to extrude a shape inwards or outwards to create a curb/wall or simply another edge loop. I move the verts around manually and it's a painful and long process. I'm looking for methods of extruding every vert by a set distance of it's parent vert.

This is what simply extruding and scaling does:

This is what I need:

Any fast way to do this?


texts: Combined textures TGA export color problem

texts:
Today I wanted to automate the combined texture creation (for unreal) using the Blender compositor so that I wouldn't have to do it by hand in photoshop.
The node settings are quite simple, four different textures combined with the RGBA channels of an other texture to export.
Specular/Metalness (with a switch) => R channel
Roughness => G channel
Displace => B channel
Ambiant Occlusion => A channel
But ...
If I export this final texture to TGA, the alpha channel change the differents colors channels.
If I export in open EXR, it's fine.
Do you have any idea where the problem could come from?
Thank you
In this capture only blue channel is selected for the both textures


texts: Mouse keeps flouncing when I try to edit an object

texts:
I'm trying to edit and object and the mouse (I'm using a trackpad on a macbook pro) literally flounces: if I try to grab an object I may move the mouse for many blender units, but the object doesn't move... at a certain point if I keep moving the mouse the object moves but too fast. It literally moves at steps, the movement is not continuous. I registered a video to make this clear. In the video I press G to grab the object, and like you can see the movement is not continuous, but it just makes a huge step after that I dragged the mouse for a while.

If I create a new project I don't have this problem anymore, it seems like there's something wrong with my project settings or my objects.


texts: I recently modeled a book, I wanted to start playing around with some textures to see what fits best. When doing so I noticed I wanted the leather bumps to look smaller and I couldn't make the UV any bigger to fit the image. Is there a way of doing this? Or is it the image I'm using?


texts: What is this mode that is causing everything to be evently scaled?

texts: I accidentally pressed a hot key. And could not find again. In this mode, everything is evenly scaled.


texts:
I am following a video tutorial (jeep wrangler). The tutor separates a part of the mesh and then press Ctrl+ Z.
This brings back the selection to the same layer, but it is still a different mesh from the rest.
I can not manage to do the same in Blender 2.8
Any idea why ?


texts: Rendered texture mapping is different than in the viewport

texts: I have UVmapped an object to a texture/image but when viewing it in the render it changes, this does not apply too all however I can't quite figure it out.


texts: I just downloaded the official release of 2.79, and I'm missing the Denoise feature in my Render properties.  Is there some step I'm missing in order to activate it?


texts: Can renders be made to include glossy reflections, after baking on textures without glossy in Cycles?

texts:
I have a large interior scene with a lot of complex lighting, and I'm trying to reduce render times in it as much as possible. It includes lots of point and area lights, and exterior light filtering between beams. So, I'm looking for a way to bake the diffuse lighting onto the textures of objects, but have the glossy reflections be calculated during rendering. Can that be done?

It has occurred to me that maybe this can be faked, by baking everything except glossy, creating copies of the objects, and under Cycles settings leaving only glossy on for the copies ... Would that then mean that rendering is only calculating those glossy reflections on the fly, and doing everything else with the textures, so it is still a lot faster?

This is the sort of situation I'm dealing with:


texts: Adding Date via Python from csv - works fine in Viewport but can't be rendered - what's wrong?

texts:
I try to add the Date from a .csv file as text in Blender 2.91 via Python.
It creates for each row a new Text and works fine in Viewport (one date per frame) but when I try to render this code as animation Blender crashes, if rendered as image it shows all Dates layered on each other:
import csv
import bpy

def render_stock(csv_path, start, start_frame):
    with open(csv_path) as stock_csv:
        stock_ob = csv.reader(stock_csv.read().splitlines())

    stock_header = []
    stock_data = []

    for v in stock_ob:
        if not stock_header:
            stock_header = v
        else:
            v = [(float(v[0])),
                 (float(v[1])),
                 (float(v[2])),
                 float(v[3]),
                 str(v[4]),
                 str(v[5])]
            stock_data.append(v)
            scale_factor = 0.3

    frames = start_frame
    objs = []

    for counter in range(len(stock_data)):

        v = stock_data[counter]

        bpy.ops.object.text_add(location =(9,15,0.5), rotation =(1.7,0,-1.9))
        bpy.context.object.data.body = (v[5])

    def ani_handler(render):
        name = 'Text'
        objs = [obj for obj in render.objects.values() if name in obj.name]

        for i, obj in enumerate(objs):
            obj.hide_set(i != ((render.frame_current-1) % len(objs)))
    bpy.app.handlers.frame_change_pre.append(ani_handler)

render_stock('/"filepath to" .csv', (0, 0, 0), 0)


texts: Hair Particles - How to make them stand straight up

texts: I have a flat plane I want to distribute some object on. The object should be standing straight up. There should be some slight variation in the Z rotation, while still standing straight.


texts: Can I save selected elements of a Blender scene?

texts:
Hypothetically, I've just created the greatest Blender scene of all time, and there are thirty-seven meshes spread across twenty two objects that I know I want to archive in my personal library of really, really useful sub-objects. Now, I know I can save the scene, open a new instance of Blender, and append those sub-objects into a new blend file. But it would be faster and more efficient if I could just select the items I want, and save them to a new Blender file, without having all of the other parts of the retinue included.

I haven't found such capability. Is it not there, or did I just not look hard enough to find how to use it?


texts: My Gloves are Impossible to Weight Paint

texts: what's the best/easiest way to rig/weight paint a glove shaped like this? There are many objects overlapping each other to create this shape (like a boxers glove). I tried rigging with automatic weights and there's so many problems to fix that I'm wondering if there's a better way. I joined all the objects to make them one so it's a little easier, but still can't figure it out. It is even possible to rig these type of gloves in a reasonable timeframe the way my topology is flowing and have it look good when the fingers bend? Thanks in advance


texts: Mirror modifier. Mirrored half is not aligned, but rotated

texts: I was working on my character's hand when I realized half of the body was suddenly deleted. I am trying to recreate the other half, but it just won't mirror properly in the center. I tried moving the origin to the 3D cursor while it was completely centered, but the mirror modifier is still applied at an angle.


texts: Easiest/best way to UV unwrap several adjanced rooms?

texts:
First of all, I don't get the UV unwrapping in general, like at all... Literally all I understand it is what I need to have textures on the model (I want to export it into Unity).

Anyway, I have this model, what would be the best way to unwrap it, or better, how to unwrap it at all?


texts:
Hi i always bake color id with use material and color diffuse, but now i do my model option brush in blender. I use vertex paint for this :

It is possible to bake color id with this ?


texts: After UV unwrapping and creating a UV Grid, I should be able to see the object  wrapped up in a checkerboard in texture view, as shown in the pic without nodes . However, I see no change. What am I missing here? According to this tutorial (https://www.youtube.com/watch?v=XiQOHSzyooc) (12:08), I should be able to see it  after the steps aforementioned.


texts: Using renders for textures in objects behind transparencies

texts:
I am trying to animate a texture using a render from the same blender file. I have tried several things so far.

I have rendered the animation independently and then add the video as an image texture. The problem is that I need the texture and composite to be rendered together.

I have used an additional scene for the texture render and an intermediate file where the renders are stored (render layer to output file, use that file for texture input). The problems are that the texture lags one frame and that I cannot link the object with the animated texture in other blend files because it also needs the render setup.

I have also tried to make a UV render layer for the object and add the texture during composition, but I have refractive objects in the way and the object appears as black in the UV mapping.

Is there any way to have the UV render layer to consider the refraction of other objects? How about a UV render layer that takes into account volumetric scattering? (e.g. adding alpha channels to the UV render and raytracing the UV coordinates).

An example application is a first person view of a biker wearing a full-head helmet and watching a CCTV

I am using Blender 2.79

Thanks


texts: Access elements of matrix(vectors and Euler angles) in Animation nodes using script node

texts: I would like to know to access individual elements of a matrix or matrices from Matrix/Matrix list input in the script node. Then I can perform some operations(experimentation) on those elements and then send them to output as a Matrix/Matrix list. I would like to do similar with Euler angles and Vectors. I am very new to programming and have searched this forum and coudn't find anything to do with this with regards to animation nodes.


texts:
I have some objects that were made by joining two objects together. This results in a plane that cuts through the object (see below):

I already removed the doubles, but is there some way I can remove the plane itself, so the four vertices there go away?


texts:
Is there a way to pack all my images into the blend file so I can transfer it more easily?

I'm using the version 2.8


texts:
Context :
I simply add a image to the VSE and render an image in the original resolution and format here being PNG.
Problem :
The rendering of the image in the VSE changes colors as you can see on this picture :

The Right picture is the original and the left one is the vse rendered. We can clearly see that the colors have changed.
Can anyone explain why this is happening ? And give a solution so that colored aren't changed.
Thanks.


texts: Rigging - Bone 'spine.004 position disjointed

texts: Hi, when I press 'generate rig' this message appears. 'RIGIFY ERROR: Bone 'spine.004': Cannot connect chain - bone position is disjoint.' Incorrect armature for type 'chain_rigs'


texts: Metallic multiply shading works in Eevee render but not Cycles?

texts: Ive got 2 different meshes for one armature, one for base textures, one to give some parts of that texture a metal shine using a mask to avoid the non metal bits. In Eevee this works fine as I can set the metal shader to blend mode multiply, but Cycles doesnt have the blend mode, how can I work around this to use Cycles?


texts:
[Update: The original had lots of extra vertices for some unknown reason. I recreated the object from scratch to remove them. .blend file and images updated.]
I'm trying to create a UV map, and it always ends up warped.
Are multiple independent seams allowed? If so, I'm at wits' end.
I tried creating the object a number of different ways. This particular one was created from a cube, moved z face, extrude x face, extrude y face, limited disolve, inset z face, extrude inset z face.
Complete beginner!
Tile9d.blend

Expected:

(I can always condense that by splitting it into two and flipping and rotating one of them.)


texts:
Im following the Blender 2.6 tutorial from lynda and I can't find the sculpt tool in sculpt mode in Blender 2.70.

In 2.6 the sculpt tool is under the texture now the only options I have are:

Texture
Stroke
Curve
Topology
Symmetry Lock


texts: Lofting between two different shapes along a path

texts:
I want to model a tube-like structure, which slowly changes from rectangular to circular along a pre-defined path. Below is an example created with bridge:

There are two problems here. The first is that the tube does not have consistent thickness, and the second is that it is not possible to control the exact path of the tube this way.

Is there a technique, or an addon, that can help me out with this? I do not want to lay lots of manually half-morphed shapes along the way and use skin modifier. I have already tried lofting with LoopTools and did not get any usable results.


texts: Wave-Modified Collision Object Not Changing

texts:
Please see a gif pic of my situation:

http://gph.is/2EwjmKs

The gif image shows that the ball responds only to the mesh-shaped collision object that is present at frame 1 in the first half of the gif picture.

In the second half, you can see the ball exhibits the same behavior without a moving mesh that's in the same shape as frame 1 in the first half of the gif pic.

How can I elicit a dynamically changing collision object for my wavy plane?


texts:
I am trying to add smoke to a cigarette. I've created a Cylinder, hit space and chose quick smoke while this sphere was selected. It created a transparent bigger sphere and it is emitting smoke in solid and texture mode. But when I try it out in render mode, it won't show the smoke for some reason. Here is my setup:

The cylinder has a basic white material.
Thanks!


texts:
i want to get object from other scene like this script

scene = GameLogic.getCurrentScene()
player=scene.objects['player']

for example from scene named "Hud"
how can i do it


texts: Python text block selection box in add-on?

texts: how I can have a text block selection box in my add-on panel.


texts: Local View with background images in2.8?

texts:
I am following a tutorial (the tutor using 2.79) I am using 2.8

He can go to local view without losing the reference images. I can not do that. I am aware that if I select them I can actually bring them to local view too, but I find it a little bit tedious.

Is it possible to make my background image/references always visible regardless if I jump in to local view or not?

Thanks a lot.


texts: Revert to default scale when seed changed?

texts: So this is the problem. This is the node network I have (simplified). it just takes random list from objects and should change the scale to zero when value is animated. It works but, for instance if the animated scale gets to 0 and after that I want to change the seed of the random selection, those scaled down do not go back to scale 1, but stay scaled down, thus the effect is added. Any clue how to get them back to initial scale? Thanx in advance.


texts: My armature is twisting my mesh and not sure why this happens when automatic weights is applied?

texts:
this happens when i apply automatic weights and have tried many things but still no luck
and any solution to this would be very much appreciated.
The image here shows a before and after of whats happening when i apply automatic weights it appears to be rotating the arm 45 degrees and only ther arm.


texts: How can i rip a circle open and turn it into a straight line?

texts: I'm learning Blender so i can use it to do math animation videos, I've been trying to turn a circle into a line so i can measure the circumstance for a long time, and it didn't work sadly :(


texts: Rigged model deforms on one side and doesent on the other

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like in the title i've rigged a model with X-Axis mirror so i thought it would be fine, but when i pose the model, it works diffrent on both sides

Here's what i mean:

Also if it helps, i've used the Human(Meta-rig) armature and adjusted it

There's the file:


texts: Can Blender do this type of object wraping like Wrap3

texts: So basically is there a way in blender to wrap 1 body mesh to another body mesh. in which way that would put the UV of mesh 1 into mesh 2. The video link is about how WrapX|R3DS manage to do such thing Wrap3


texts: First attempts with SSS - where is the nose?

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I am trying to make the skin for my female mesh and watched some tutorials on Skin Shaders. I tried to rebuild YanSculpts Tutorial https://www.youtube.com/watch?v=ktsyL2Kp5bQ&t=388s and the result looked like his ... on the sphere.

When I append the material to my mesh file and use it, it looks way more glossy strangely. Maybe the lighting? or what could it be?
What bugs me more though is that everything is so washed out. I cannot even make out the nose anymore ... why is that? Do I need to manually add some kind of Ambient Occlusion?

This is the tutorial result for me, which I like:

This is my mesh with the skin texture minus the bump - why can I not make out the features at all - I even like the solid shaded version better than this. I took out some lights. With stronger lights the nose is even less visible ...

These are the nodes, but they should be the same in both, except that the female mesh has no bump yet and a slightly different color

This is the mesh with just a plain diffuse shader and no sss, no glossy, besides it not looking like skin, at least I can make out the facial features.


texts: My viewport movement is inverted and strange

texts: I'm not sure what I did but when I rotate my view in the viewport, it's like it's inverted or rotating around another object offset from the one I've selected. Any ideas as to what I did to cause this?


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I had some bald spots that wouldn't go away so I added hair manually. Apart from the fact that the added hair has gaps, the hair I added doesn't seem to be affected by dynamics. The rest of the hair moves fine but the added hairs don't move.

I'm just trying to have gravity affect it and let collisions try to avoid stuff.


texts: What is the difference between Reference and Background image in 2.8

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In 2.8 I can add images two different ways: "Reference" and "Background".

As far as I can see both create an image that is aligned with the current view,  and both create an empty. The only difference I see is in settings for Front and Side.

When shoud I use each option and How are they different than an Empty as Image?


texts: How to make the insets on either side of this cyllinder symmetrical

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From there, I'll be adding asymmetrical elements, like the cavity you can see on the one side, and a protruding element on the other. I want to stick multiple cyllinders together and have them fit end to end using that cavity-protrusion method (like an electrical socket). This, I assume, means I can't just use a modifier.

Tl;dr I just want the insets to be symmetrical

Thanks!


texts: Fluid Simulator: odd behaviour. Cache problem?

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First of all: I am new to Blender. I installed it today. After a few basic things I wanted to try out the fluid simulator. The first simulation worked fine, just like in that tutorial. The simplest of setups: a not-too-big-sized cube as the domain, a small sube as the fluid. Baked it and watched the finished preview.

Then I started over (Ctrl+N), took the default cube and enlarged it a little bit. As soon as I changed the type of that cube to "domain", it took the shape of the former fluid cube. After I deleted the fluid-cache files manually, the cube stayed the way it was when I changed the type to domain.

Is this a normal behaviour?

And it obviously isn't enough to delete the fluid-cache files. After I hit "bake", the domain cube immediately changed its shape to the first fluid cube and stayed the entire simulation like this. It only "tried" to move a few mm, as it seems. Quittung the application and restarting it doesn't help. Somewhere the data from the first test-simulation remains somewhere on my system, which btw is a Win10 PC.

What am I doing wrong?


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I am using Blender 2.79c with Cycles Render.  I opened a new scene and then added under the objects tab. “Quick Smoke” using the Cycles Render. I worked just fine when played in the timeline.  I then opened the Physics Tab and under Smoke Modifier I use the Domain tab and set my Resolution to 90. Then if I use or click on the Flow Tab and go back to the Domain Tab all my setting changes back to the default. I tired it about six times and it does the same thing every time. Is this suppose to happen?  Does changing from Domain to Flow and back to Domain suppose to change the settings back to the default settings?

Seems very strange to me but then I am still in the learning stage. Any ideas?
Thanks