texts: Linked library is broken after collection rename

texts:
I created collections in Prop.blend and named them 'prop 1', 'prop 2', 'prop 3', 'prop 4' and linked to Master.blend.
This works fine.
Over time, many collections were added to Prop.blend.
And I realized that they can be classified as static and dynamic.
Now I want to give the collections a new rule name to further organize the Prop.blend file.
The new names are 'st.prop 1', 'st.prop 2', 'dyn.prop 1', 'dyn.prop 2'.
Save Prop.blend and open Master.blend again.
The link to the collection is broken.
I have already renamed many collections and there are no backups.
How can I solve this situation?


texts: Part of mesh unselectable in vertex mode, still accessable in edge and face modes, but unable to be assigned to any vertex groups

texts:
I am in the process of rigging up a character only to be hit by this weirdness I havent encountered before.
The headband of the goggles (Shown below) is completely uninteractable when in vertex selection mode, though can be accessed via the edge and face modes. However, even when you do manage to get it selected, it is impossible to add to any vertex groups, making it unriggable. The statistics overlay also shows it as containing 0 vertexes.
Both the affected and uneffected parts are part of the same object and I've attempted saving and reloading, leaving and entering edit mode but to no avail.
At this point, I'm at a loss as to what caused this or how to remedy it besides replacing it completly.


texts:
When I set dof in the viewport it looks ok but my rendering just doesn't show it in the same way. Just there is no dof. My scene has multiple layers in compositor. What have I missed?
Thanks.


texts:
The issue is that when I try to copy animation from one armature to another the keyframes show up but armature remains in pose.  If I use animation from mixamo it works.  But I'm using mocap data.  The imported armature with mocap works but I can't copy the animation successfully.
Any help would be appreciated.


texts: Align selected face parallel to a specific axis

texts:
Does anybody know
how i can align a face to a specific axis?
Like the guy in this video does it.

Video (link starts at 2:30 rotating happens at 2:35)
All he says is "I rotate it so, that it is parallel to the y-axis."
Already tried google & co for an answer but hadn't any success.

Thanks in advance :)


texts: Make object not have effect on ambient occlusion

texts:
So here is my problem, i have a  displaced plane textured with a material that uses ambient occlusion in it in the form of the ambient occlusion node as a factor in a colorramp, for simplicities sake, i'll say my material is just the colorramp and ambient occlusion plugged into the material output. now i want to use a particle system to spread an object across the surface (let's say a cube). but when i do that the material becomes very dark since the particles effect the ambient occlusion. is there any way i could make the particle (cube) not have any effect on the ambient occlusion? i don't want to have to lower the distance or effect of the AO, i'd like for the cube to have zero effect on the AO.
Thanks in advance!
EDIT: using eevee


texts: how do I render my animation and the rest of the scene seperately

texts: I have a scene that scatters over a million grass plants on a landscape and also an animated river that runs through the landscape. As the river is the only thing hats animated is there any way I can render the landscape and grass once instead of over and over each frame along with the water?


texts:
I want some physics with movement in the z and without rotation in the x and y.
(SO basicly 2d physics).

I added a rigid body constraint but for some reason it is not working and I can't figure out why. What is it I do wrong?


texts: Difference on Flat mesh with subdivision modifier?

texts: I am creating a bookcase and I wonder why every people say that 99.9% use subdivision modifier, but is so big difference on lets say simply planks of wood? My final question is if I should use it even on melamine?


texts: Anybody knows a solution? I have looked but found nothing.


texts: Let's say I have an object that I am working on, and I want to undo one specific modifier that I have applied to it a while back. Is there a way to only undo that one specific action? This would be extremely helpful!


texts: Can someone help me understand how this was done with the armature?

texts:
I'm trying to replicate the walk animation in the save file I've uploaded, and I've noticed that none of the deform (red) or helper (blue) bones have been keyframed, only the controller (green) bones. However, when I try to do it this way, I can't. Not without keyframing the blue helper bones. For example: I set my keyframes for the fingers at the start (frame 0) to frame 8, and then move the fingers using the helper bones from 8 to 16. When I keyframe them though, the fingers stay in that position, even if I scrub back to the start.

Does anyone know how the animator could have got that to work without keyframing the helper bones?

Thanks


texts: Animate an object that has a Circular Array

texts:
I would like to animate articulated petals opening around a circle base, like a blooming flower would. Since the design will evolve and become more complex, I'd like to keep the Array modifier or at least reduce the number of steps in case I need to modify the mesh.
Here is the default position:

I've been playing with empty and Armatures but beside applying the modifier and duplicating the armature around an empty, I can't figure out an efficient solution.
Here's the mess I get as long as the Array isn't applied


texts: Reflection shifts when trying to make a normal map stronger (cycles)

texts:
How to avoid it? I cant apply the normal map correctly

[


texts: Is there a way to speed up animations by only animating whatever is in view?

texts:
I have a lot of objects and bones in my scene. It's extremely inefficient to have to turn all of them off and on in the outlier just to simply preview a tiny part of the animation at a reasonable, common frame-rate. I don't have any unnecessary modifiers, I already enabled frame dropping, they had no almost no effect. The frame rate only increases as I hide objects.

Can't blender simply only render the animation of whatever is in view at a particular angle like that subdivision surface optimization?


texts: Cover the Curve Bezier with a Plane. It's impossible to duplicate it and R it

texts:
I did a Curve Bezier and I wrap with a Plane to make a ribbon.
When I try to copy it and rotate the ribbon(plane) is undone.

After the Curve Bezier. I did: Modifier / curve / object. Curve Bezier

In this tutorial https://www.youtube.com/watch?v=VTVgyjh4Yro  7:25
it's possible to copy the ribbon.

Thanks a lot.


texts: How to project an image, and bake it so to speak, on an angled plane

texts:
How to project a non distorted image, Say this is the background image, and bake it so to speak on an angled plane.

so when the camera is placed just right, it looks Just like the original Rendered:

But when you press seven and you looking at it so you’re looking straight down, it looks baked like this:

Basically without going through all the rigmarole of having a plan to Do shadow catching and glossy reflecting and such I just want to take a snapshot of the rendered image with the background and then project that on an angled plane. That way I can just set my stuff on that plane and get the shadows in whatever...
Thanks!


texts: How to speedup Soft Body simulations in Blender?

texts:
Is there a way to speedup Soft Body simulation in blender like in cinema 4d: https://www.youtube.com/watch?v=CykigKQwadU

I have a high-poly object and I can not animate it with soft body dynamics.

Thanks!


texts:
So, I'm trying to model this building from Google Maps, however, I have a hard time getting the proportions right..

Attached are the images I used as references.

Does anyone else model from google maps, and maybe have some tips as to getting a good reference image?
Basically what I'm asking is the best way to go about modelling a building as seen from google maps.
I know it's likely possible, but when I go to do it, it doesn't go well.

The hardest part for me is that it's not so easy to get a front-on view.

I have searched google but to no avail.
I also didn't notice any suggested threads with this info.


texts: I'm doing some motion tracking, and I'm trying to reconstruct (if that's the right word) a house as a mask. I don't want to use the mask editor and set mask keyframes and all that because it seems like it's a lot of work, and I'd rather just create a mesh that more or less matches the shape of the house. I have a few tracks on the house, is there any way for me to create a plane that goes through them? Like, to select three tracks, and then somehow create a plane that intersects all of them?


texts: How to create a Curved edge between two vertices?

texts: I'm trying to simply make an Edge curved, preferably such that I can click and drag the mouse to easily control where and how much it curves. How can this be achieved?


texts: Is there a way to preserve unfilled areas in stabilized footage?

texts:
I've tracked a video, and the stabilization looks okay. However it's very shaky, so a lot of the video needs to be cropped off.

Is there a way to keep the pixels from previous frames to fill these gaps?

In other words, make the video behave as a kind of "brush" which is controlled by the camera movement?


texts: In the gif below it shows the mesh being pulled upwards with a circle tool and all the faces/verts form a nice smooth curved surface. How do i do this?


texts: Does Blender support dual-GPU rendering if the two GPUs aren't the same?

texts:
I have a GTX 1060 6GB in my current build, and I also have a GTX 960 2GB in storage.
I was wondering if I got one of these PCI Express X1 to X16 Extension Adapter, and got both of my GPUs in one build (not SLI or CrossFire, just in the same system) would I be able to use both GPUs for rendering simultaneously?
I don't care if this means having them both render separate tiles in one instance of Blender, or rendering separate frames in two instances. I'm using Cycles for everything I do.


texts:
I'm trying to create a post apocalyptic building, so I tried to follow this
tutorial: https://www.youtube.com/watch?v=qNba2oEij2c, but it's not working.
I believe I did everything that was done in the video, but nothing happens in my building.
To create a building, create a floor and then use the array for other floors. So, following the video I duplicated the building, subdivided it and applied it to a modifier wirframe (although I didn't understand the reason for that). After adding a fractal cube and applying a boolean modifier to the building and changing the display of the cube viewport display to bounds

I have no idea how to fix this.


texts: Change location of the name of the object

texts:
When setting, in Python, "show_name = True" all my objects show their names as desired.

However since objects are close to each other the names get scrambled.
Hence I want to change the position of the name of the object.

Right now the name seems to be attached to the pivot-point.
Location Pivot point however may not be changed.

Any ideas?


texts: Rotation of hair particles when animating with an armature

texts:
I've been struggling with this one for a couple days, and can't seem to solve it. I'm modeling/rigging a pigeon and intend to use particle systems to create the hair on the body and feathers. The trouble is that when I animate it with an armature, the the hair particles either retain their initial orientation (i.e. do move with the armature but do not rotate accordingly) or are influenced by a bone on the opposite side of the rig. There is seemingly no rhyme or reason to which particles are affected, except that they do unanimously follow the rotation of the root bone.

I initially tried this with combed hair particles, but this locked in many of the settings and made it more difficult to test. Hence, this simplified setup.


texts: GPU rendering for Cycles on MAC PRO (late 2013)

texts:
As the development notes of Blender 2.76 tell, there should be support for GPU rendering under OpenCL now and it should be possible to let the AMD GPU's do the Cycles Rendering.
I tried and it seems to work but it is outrageously slow and I will return to my old habit again (modelling at MAC and rendering at a Windows / NVidia machine. Anyone who can explain how to render Cycles with reasonable performance at a Mac Pro? And what can be expected in near future?


texts: I have two different objects in Blender. They have the same number of vertices and in the same order: Is there a way to morph one object into the other?


texts: Is there a way to change the default Booean operation type?

texts: I use the Boolean modifier a lot and almost always use the "Difference" option. It would be great if I could make that the default rather than "Intersection". Is there a way to do this?


texts: Import Image as plane: Apply shaders to both sides

texts: I installed the addon to import a branch image for a tree I am working on and all is well, except the shader I made for the plane only applies to one side of the image plane; so one side is the original image and only the other side has the shader applied.


texts: How can I create one uv map for multiple objects?

texts:
How can I unwrap multiple objects so that all meshes get unwrapped on the same uv map?
I have this tent, and I want to "paint" on it.

I tried selecting all the objects in this scene and unwrap but some edges became red (in edit mode). I don't know why.

Also, after marking the seams, the smart uv mapping option is missing.
So how can I unwrap all these objects in one uv map?


texts: Appended a node group, but can't find it

texts:
I found a custom node of youtuber Blender_Guru's tutorial and appended it into "Node Tree"file ,but couldn't find it in "add node-group".(I have tried to restarted my computer but still couldn't find it in group or searching...)

Nodegroup on Poliigon's Dropbox

tutorial:

my blender:

hope anyone can helping me with this problem..
(it seems very dumb but it really confused me)


texts: Can I hide certain keyframes that belong to the same object?

texts: I'm animating an animal and want to hide the all the keyframes to focus on just one leg. Is it possible to hide certain keyframes even when they belong to the same object?


texts:
Hi I've just downloaded Blender 2.80
I was wandering if there is a way of making the floor grid in 2.80 a little bit more like it was in 2.79 when it actualy was 8x8 and not infinite.


texts: Why does linking materials between objects seem to have no effect?

texts:
I used 3 cubes.
I changed the first cube's material (check pic).
I selected the first two, then the last. I clicked the cube, pressed Ctrl+L and chose 'Material'.

I got in right menu Material.004 and Material.006 but color does not change.


texts: How to merge (boolean) two objects that share faces/edges

texts:
I'm working on some modeling for a jewelry box and I'm doing most of the modeling with primitives. I frequently end up doing something like the following: I want a bar with a bulb in the middle.

So I create a box: 48x10x10. Then I create a cylinder: 20x20x10. Both of these are at the origin. So this puts the cylinder right in the middle of the box and the top/bottom faces of both the box and cylinder are on the same plane.

At this point if you try to add a boolean modifier to one and select the other as the target; then you get some . . . odd results. Sometimes the initial one will work but then future boolean modifiers will cause crazy stuff.

I understand from previous posts that this has something to do with them sharing a face/edge/etc. and lovely divide by zero errors or something.

Is there a good way to do this type of operation? I just want these to objects to be one single one so that when I make another cylinder later I can cut a hole out of the middle of it.

In the past I've gotten around this by just not joining them at all and letting them overlap. Then when I pull the model into Cura for 3D printing Cura doesn't care about overlapping items or shared walls etc. But this is less than ideal for the modeling portion because any time I want to move the thing I have to make sure to select all the individual parts that comprise my "unit".

EDIT: Per requests here are sample images. Horizontal bar and cylinder are the items I want to join/merge/keep. The vertical bar is for a difference boolean to show the issue.

Now I am going to put two boolean modifiers on the horizontal bar. The first one is a "union" with the cylinder. The second is a difference with the vertical bar. This is the result. You can see by the highlighted wires and the odd interior faces that something strange is going on.

However if I move the cylinder up one unit so it doesn't have top/bottom faces on the same plane as the horizontal bar then it works as expected.


texts: Why does my objects look different when I enter the game engine?

texts:
Normal

In game engine

What is wrong and how can I fix this ?


texts: Blender Render: PNG image on semi-transparent colored object

texts:
I need to put a png image on a semi-transparent cylinder. Like a logo on a colored cup. I need to achieve it only blender render (no cycles, because export in a 3rd party program).

SUM UP :
colored semi-transparent cylinder (like alpha 0.8, color red)
PNG logo with transparent background.
Logo is all around the cylinder, so we have to see the backface.
Logo is opaque
Logo could have several color


texts:
Every time I parent my eyes to my bones, (I have two meshes for the eyes, but this was happening even when it was just one mesh) they won't rotate in place. The one on the left stays in the eye and won't move around but the one on the right is moving into the eyelid.
This is the stagnant one.

This happens to the right eye when I move the middle bone that controls them both.


texts:
I currently run a single 5700xt, which has great performance, but just wondering if dual 5700xt's would work well in Blender to improve render times and viewport performance?

I'd appreciate any help you guys can give.

Thanks!

Jon


texts: I installed Blender for a project working on and it's way more than I need. I'd like to uninstall it, but can't figure out how to do so. It's not showing up in Programs (using Windows 9) and I can't find instructions on how to remove it in the Blender documentation. Any assistance would be greatly appreciated. Thanks.


texts: How to import parametric objects from a x3d file

texts:
I have a x3d file with several cylinders (they're not meshes but parametric cylinders defined according to the x3d spec). Here's a minimal working example

<X3D><Scene>
<Shape>
   <Transform rotation="0.000000 0.000000 -1.000000 0.025000"
   translation="0.999375 0.024990 1.000000"
   scale="1 0.024997 1">
       <Cylinder radius="2.000000" top="true"/>
   </Transform>
</Shape>
</Scene></X3D>

When I try to import them to Blender nothing happens. I guess Blender can't handle primitives which are not polygonal? Is there a way around this?


texts: Blender only shows blank image when rendered

texts:
Can anyone help me. I tried rendering my animation in blender 2.9 but apparently, it only shows a black image. Even in the render option, it only shows an empty image. I think I messed up something in its settings. Hope anyone can help me, I'm just new to blender so please bear with me. I'll upload the .blend file, hope anyone can look at it. Thank you.
https://ibb.co/JRV0zz6


texts:
How can I add a 2D image heatmap on a 3D surface from a specific perspective?

What I did now is that I roughly looked where the heatmap is drawn on the image (left) and texture paint it on the 3d model (right) by hand. That is a way to do it but not really exact and a lot of guess work.

What I want to know is if there is a way to exactly draw/map the 2D Image of the heatmap (left) on the 3d model(right)?

Maybe by aligning the exact perspective of where the camera was standing? But I don't know where to start. I'm new to Blender.


texts: What are the Hotkeys to adjust Grease Pencil Brush Radius?

texts:
In Photoshop and many other programs, the bracket keys [] are used to increase and decrease the brush Radius respectively
Does Blender's Grease Pencil have this functionaltiy?
I can't seem to find anything of the sort in the User Preferences.
If nothing exists, how would I go about creating it?


texts: How can I use Extrude Faces along normals without making different sizes?

texts:
I'd like to make a low poly room in Blender, but when I try to add thickness to the wall and extrude the faces along the normals the smaller sized wall is thicker than the other. I want to make them the same size.
Is there any easy way to do it?
Thanks in advance,
Tobi


texts: Keyframing a UV texture on a mesh isn't working as expected

texts:
I used to be able to do this easily in 2.7x but now things seem to have changed.
I have a rectangular object with a seamless pattern applied to it (.png). I would like to keyframe the vertices in the UV Editor to make the pattern change position in relation to the object during the animation.
However, the I key doesn't allow me to do that anymore. The Keyframing menu doesn't pop up when I press I while hovering over the vertices in the UV Editor window and when I press I in my 3D Viewport, it seems to do something else (I noticed this message atop the 3D Viewport after pressing I).
I have been looking in the Preferences to find if a wrong key was mapped to the I key, but things seem normal (although I don't see the UV Editor as a list of panels where the shortcut can be used).
Is there something wrong with the mapping of my keys, and how can I add a Keyframe to the UV Editor without using a shortcut if all else fails?


texts: pyNode with button: any way to find which node the button pressed was on?

texts:
I want to have a pyNode with some buttons on it that modify the node. Similar to how some of the built-in nodes work (Color Ramp, Curves, etc).

I can easily put a button on the node using an operator, but the operator doesn't seem to have any way of knowing which node actually called it? Clicking a button on a node doesn't select or make active that node and all I seem to have to work with is context and event?

So, is this possible using pyNodes? Is there a way to make a button without creating an operator? I couldn't see how that would be done either.


texts:
I am fairly new to python scripting in Blender. I am creating a tool for my workflow and can't seem to figure out several elements, although I do know how to do them in other languages.

I can get the index numbers of the faces in an object. How would I store faces selected in a variable or array that can be accessed after edit mode is exited?


texts: Python: Rotate object according to vectors

texts: I have my custom axis XYZ vectors (Yellow color in the screenshot below). They are normalized. I need to rotate an object according to these vectors. Is it possible to do this with the python API?


texts: How to lock vertex to axis during bone rotation?

texts:
I am very new to bones, and something I haven't been able to figure out is how to constraint vertices to certain axis.

Consider the following:

This is a simple model with some bones I added. Now, See what happens when I rotate the two middle bones:

I have circled where there is an undesirable deformation. What I would like to happen (but for these two bones only) is for the vertices to be constrained along Y. Basically, I want the vertices to slide along the edge, not rotate around the pivot. Everything else about this is fine to me; I just need the vertices along the edge that are connected to these bones to never move inward (or outward for that matter).

What are some ways to accomplish this?


texts: My problem is that when I create a landscape via Shift + A, I normally get my options at the right side of the toolbar, but now (has you can see), there are only three options and I cant figure it out, how I'm able to modify the landscape as I'm used to.


texts: Cannot animate viewport/render visibility

texts: I'm trying to animate a collection in 2.8 so that it hides at a certain point in the viewport and the render but when I hover over either icon it says that "hide_viewport/render cannot be animated." Do I have to enable something in user settings?


texts:
I'm working in blender, to animate a piece of text for a game I am making. I intend on giving the text multiple animations. For example, one animation has each letter in the text rotate along it's x axis, from first letter, to last. As you can see, this involves rotating each letter individually. I have tried using each letter as a separate object, but this seems to generate an individual action for each letter...which would be cumbersome to implement into a game.

I have also tried rotating each letter, while keeping the word as a single object, but I can't find a way to add key frames, for changes to the mesh of the word.

I am new to blender, so I know i'm probably overlooking something...any help would be great!


texts: Why is part of my model black when rendering?

texts:
I have used a simple mesh and to corner I sculpt to give some rough shape. I added the boolean modifier to the name and applied all the modifiers. Added the texture as material. Remove doubles & Normals. Looks good in object mode. When I press Shift+Z the name looks black.

Object Mode

Rendered Mode


texts: Change the default settings of File/Append operator in 2.8

texts:
I'd like to have operators's File/Append option Localize All uncheck by default.

I work in a studio environment where several artists(~10) will need to do this operation on a regular basis.
I've found some solutions but none of which seems appropriate in my case :

I can set a default shortcut and tweak the operator settings, but that would mean force 10 people to always use the shortcut. It's like telling them to always uncheck the option but as they've got a lot of other stuff to think of it's an easy miss, and it's hard to fix the issues once you realize latter that it occurred.

I can also edit space_topbar.py and change the defaults . The thing is that we often update blender version, and that would be another step to make each time.

Are there some remaining options ?

Should I go and talk to the developers to change the settings, or submit a patch to space_topbar.py ? Does it makes sense ? I fear this could take a while before it gets implemented and from what I see this is really a matter of case were you want this option on by default or not.

Alternatively is it possible to overwrite the menu (via an addon) ? or replace bpy.ops.wm.append() with a tweaked version ?


texts: How do i copy mesh keyframe to a bone keyframe?

texts:
i created cubes with rigid body animations after this animations baked to keyframes. Now i wanted to copy these keyframes to armature's bones like first cube to first bone and second cube to second bone etc...
But i cant copy in dopesheet. Can i copy to bones and if i can, how ?


texts:
I am trying to re-create some form of a terrain generation, but in Blender, so it can be rendered out. The terrain is somewhat voxelated which I don't really like, so I am trying to find a way to move the vertices of a block so the overall terrain can be smoother.
Noise gen (I found on Github):
import numpy as np

def interpolant(t):
    return t * t * t * (t * (t * 6 - 15) + 10)

def generate_perlin_noise_2d(
        shape, res, tileable=(False, False), interpolant=interpolant
):

    delta = (res[0] / shape[0], res[1] / shape[1])
    d = (shape[0] // res[0], shape[1] // res[1])
    grid = np.mgrid[0:res[0]:delta[0], 0:res[1]:delta[1]] \
               .transpose(1, 2, 0) % 1
    # Gradients
    angles = 2 * np.pi * np.random.rand(res[0] + 1, res[1] + 1)
    gradients = np.dstack((np.cos(angles), np.sin(angles)))
    if tileable[0]:
        gradients[-1, :] = gradients[0, :]
    if tileable[1]:
        gradients[:, -1] = gradients[:, 0]
    gradients = gradients.repeat(d[0], 0).repeat(d[1], 1)
    g00 = gradients[:-d[0], :-d[1]]
    g10 = gradients[d[0]:, :-d[1]]
    g01 = gradients[:-d[0], d[1]:]
    g11 = gradients[d[0]:, d[1]:]
    # Ramps
    n00 = np.sum(np.dstack((grid[:, :, 0], grid[:, :, 1])) * g00, 2)
    n10 = np.sum(np.dstack((grid[:, :, 0] - 1, grid[:, :, 1])) * g10, 2)
    n01 = np.sum(np.dstack((grid[:, :, 0], grid[:, :, 1] - 1)) * g01, 2)
    n11 = np.sum(np.dstack((grid[:, :, 0] - 1, grid[:, :, 1] - 1)) * g11, 2)
    # Interpolation
    t = interpolant(grid)
    n0 = n00 * (1 - t[:, :, 0]) + t[:, :, 0] * n10
    n1 = n01 * (1 - t[:, :, 0]) + t[:, :, 0] * n11
    return np.sqrt(2) * ((1 - t[:, :, 1]) * n0 + t[:, :, 1] * n1)

def generate_fractal_noise_2d(
        shape, res, octaves=1, persistence=0.5,
        lacunarity=2, tileable=(False, False),
        interpolant=interpolant
):
    noise = np.zeros(shape)
    frequency = 1
    amplitude = 1
    for _ in range(octaves):
        noise += amplitude * generate_perlin_noise_2d(
            shape, (frequency * res[0], frequency * res[1]), tileable, interpolant
        )
        frequency *= lacunarity
        amplitude *= persistence
    return noise

Terrain creator:
p = generate_fractal_noise_2d((256, 256), (8, 8), 5)

import bpy

file_loc = 'file/dir/object.obj'
for x in range(20):
    for y in range(20):
        h = p[x][y]
        if x < 1 and y < 1:
            imported_object = bpy.ops.import_scene.obj(filepath=file_loc)
        else:
            bpy.ops.object.duplicate()
        block = bpy.context.selected_objects[0]
        block.location = (x*2,y*2,h*10)
        print('Imported name: ', block.name, x, y)
```


texts: Overridden shapekey drivers resetting when blender is closed

texts:
I'm trying to make use of a linked object that has shapekeys I would like to assign to a local driver. On actually doing this, it seemed to go well and everything worked, but when I reopened Blender to make more changes, I found the drivers no longer worked. They had reset to match the source file despite being changed.
The object and corresponding mesh have a library override applied, but it just doesn't seem to stick for drivers.
Is there anything I could do about this? I'm relatively new to Blender so I'm sure there's something I'm missing.
Attached are some simple blend files that replicate the issue, as the one I'm working with is quite large.
Source file
Linked File with driver
Also, I'm aware the current build of 2.9 would let me bypass this entirely, but it's currently too unstable to rely on.
Thanks!


texts:
The knife tool is one of the things I use most in blender. I use it to add vertices with out adding a Loop/cut/slide. I recently got a new laptop and installed blender on it, and it creates a random face when using the cut tool.
Usually this is what I do to adda vertex, as you can see in the picture.

But as you can see instead of only adding a vertex it connects to the corner of the object.


texts: So I have this simple piece I want to put a bevel around the outside.  I cant figure out how to get it to work.  I get how to do it on cubes and what not, but this has all these edges and lines in edit mode that it just blows up since they go in all directions.  I tried to use a modifier in regular mode but cant seem to grasp that either.


texts: I imported the .fbx file with animation from wowmodelviewer, but I can not find how to enable its animation in render


texts:
I have a Collada file that isn't importing.

When i import it, Blender just closes, no log files or terminal windows stating an error, just closes.

I'm wondering if this is an error with Blender or rather the file, so i'll have it linked below. I'm using Blender 2.79b.

https://drive.google.com/file/d/1O2YewpqFFASzGmkeV-W5darLCaOE7ysy/view?usp=sharing


texts: How much space does Blender take up on a computer?

texts: I've been considering downloading Blender, but am unsure how much space it'll take up on my computer's memory.  Thanks to anyone who can help answer this question!


texts:
Will Blender produce a real hair effect usings physics to add to Skyrim characters, I don't want blocky hair as in anime characters or will I need to learn 3DS Max instead.

Right, edited thanks to Duarte Farrjota Ramos


texts: When I try to symmetrize one bone structure for a model I'm working on it instead rotates it 90 degrees and keeps it on the same side of the model. I have the bones renamed to the .L But I bet there is some simple error I have causing issues for it.


texts: Particles tab is not available when I use nurbs path

texts: New to blender and particles tab keeps disappearing from the right side panel. Not sure how to get it back or why it is happening in the first place.  I tried reopening document but it's still missing but if I open a completely new file it is there.


texts:
I'm currently trying to rotoscope a video and the background is currently white and I don't know how to make it transparent.

Here is a screenshot:


texts: Bone chanches it's roll even in Rest Pose

texts:
I'm doing a rig and faced with the following problem. The bone and it's parent have no any constraints or driver, but the bone changes it's roll even in Rest Pose. I see that at first time.

Here is a screenshoot:

And file: https://drive.google.com/file/d/1WMr0iYCVd6Oq_r9mt8lo9fNM8D6hz3x3/view?usp=sharing

Any idea what's going on?


texts: Why does this Copy Loc contraint not work with this IK bone?

texts:
I'm working on a (toy) VR kayak simulator, but have limited rigging knowledge. I'm attempting to have two IK rigged arms holding onto a paddle, so they will animate with the paddle's movement, like this:

My basic strategy is to create an empty (visible by the hand), and then use a copy location and rotation on the hand bone targeted at the empty. Here's my constraints tab for my hand bone:

The IK works fine, the copy rotation makes the hand rotate with the empty, but moving the empty has no effect on the hand, despite the constraint. Wondering why this is, if I can fix it.. as I'm writing this, I've found this answer:
Do some Bone Constraints only work with Root Bones?

...but I don't understand why I can't move this bone with a constraint, as I am clearly moving it when I pose it. I've also tried using an additional bone and a 'child of' constraint, with the exact same results, I get rotational tracking, but not location. I was also able to get a 'paddle bone' working as a child of one hand, but couldn't get it to affect the movement of the other hand...Thanks for your explanations! (how do I post the project?)

EDIT: Another method that I tried was creating two paddle bones meeting in the center, and then each separate paddle bone having a "paddle control bone" that was in the same location. I figured I could copy transforms for these control bones, and it would keep the hands a set distance apart.. but that didn't work either.


texts:
I have a character rigged with its hair as a separate mesh, which is the child of the head bone in the armature. I have a soft body simulation running on the hair to make it drape down and move around, and it's working perfectly fine, except occasionally when I click to a frame, the hair will appear noticeably far away from where it should be, only to fix itself after a moment without me making and changes and it appears in the right spot. Everything has already been baked and cached, so it shouldn't be moving around at all. The hair also doesn't respond to the snapping around, so I'm not sure what's related to the simulation and what isn't. There are several other objects which share the same parent as the hair (such as the eyes, eyelids, and mouth) and none of them are jumping around in the same way.

I would be okay with this, except it does the same glitch in renders, without having enough time to fix itself, which leads to almost a third of my frames being worthless. If I go to the frames individually and click render, then they render fine. However, I'm working on a project that will eventually have thousands of frames, and I can't be individually checking for glitches and re-exporting them.

Is there a way to fix the soft body simulation permanently so it doesn't do this at all? I'll include screen shots of what's going on. I'd appreciate any guidance or advice anyone might have!

Here's the frame when I first view it.

Here's what it should look like, and what it goes back to if I linger on the frame for a few seconds.


texts:
i was trying to make a room art and was making a sofa , but when i appplied the subsurf , this happened

how to fix this


texts: I add an object, then add the Quick Effects Smoke to that object. The problem comes when I try to change the bounding box for the field of smoke. Any transform I do the the bounding box, gets transferred to my smoke (without the original object changing. Nothing I do seams to correct this and I can't seem to find anything to turn this off. Any help or advice would be greatly appreciated. I am running 2.82.


texts: I'm making a Minecraft character and for the face I made holes with the boolean modifier; inside the head everything is grey but I want to have the colors of the front side of the head. I want to be able to modify the cubes which cut the holes so I don't want to apply the modifier.


texts: Hot element's glare in a colored lamp in rotational animation?

texts:
The problem was acceptably solved by using ideas from Hexbob6's reply, plus the ideas from the link he gave me in discussion of his reply (the link is in the discussion of his reply).

Problem's very gist: Need to maintain the glow of a colored lamp's hot element (the glow remains visible even in rotation, when the hot element of the green lamp disappears from sight but a part of the lamp is still seen), plus to have the element's color be close in color to its blackbody temperature all the time (and the glow be affected by it).

Tried to add glare to hot element before Z combine - didn't work (no glare visible at all). Only worked if whole scene uses glare [2.png]. Plus if the scene is rotated such that the hot element is not seen on screen directly [1b.png], the light is not giving out the glare or shine from the lamp. Tried to Alpha-Over the glare-added colored glass (without the hot element) in the compositor onto the whole scene [4.png], but the solid case around the colored glass wrongly looked transparent.

If I could also have an advice on how to make a very/even more realistic light like this, it would be really nice. Thank you!

Edit: If anyone could help with a custom node setup to control the length of light falloff such that the non-compositor "glare" fades out right after leaving surface of the colored glass (and before it leaves the volume scattering enabled cube around it which otherwise makes the glare to have a square shape), it would be really nice. Thanks a lot!

4:

3b:

3a:

2:

1a:

1b:


texts:
I'm having a little trouble with a normal bake on a face. I unwrapped the low poly head and baked a normal onto the texture from a high poly version. The normal texture looks good but I'm getting a big color difference on the model where my uv seam is. Happens in Cycles and Eevee. Anyone know of a cause for this? I've been playing with setting forever and can't seem to get it to work.

Thanks!


texts: Importing motion capture data to Blender rig

texts:
I would like to use "c3d" for animation on Blender. Does anyone know about how to do it?

I'm sorry for my poor English. Actually, I'd like to import the c3d to Blender, and I want to know how to apply them to the rig. For example, in Softimage, I was able to import the c3d via the "motor", it will be used to rig. Such usage is it possible in Blender?


texts: v2.8 cycles - weird color change in Fire Simulation when over background

texts:
When I render a frame where the fire goes beyond the plane and over the background the color goes brighter and unsaturated. This happens only in the final render, not in the viewport render. (pic) Tell me if you need any other information about the material and object settings.

This color problem is what I am talking about: https://imgur.com/a/hY1Y5oC


texts:
I have collection of mesh and cutters. (for example file)

I want to make another copy (duplicate) of all the mesh and cutter.
I tried to add empty and parent the mesh and cutter. And when duplicate with Shift+D. Mesh duplicate the cutter and mesh mix in empty and getting different result then the original.
This is how it is working
Any solution or suggestion how can i make a duplicate of entire collection.
Note : I do not want to apply any modifiers.


texts: Is it possible to have more fireflies at the same time I use more samples?

texts:
I am referring to the white dots that appear in glossy objects.

I moved a little the metal carpentry for the second image, and I got less noise in the horizontal ones which are on the top, but for some reason, dots appear in the vertical one, and also in the one that is from the terrace, which is outside, and I didn´t change anything to it.
The first image has 1200 samples and the second one 1800.


texts: I'm trying to recreate this video, and oddly enough I do know how to create the water, glass, etc. However, I'm having trouble just creating the white walls around the scene in this video. Using the cycles render, what material do I set the walls to be? Also, how do i shade it?


texts: Noise Texture Stretching on Side of Cube

texts:
I'm attempting to create a simple resized cube with a noise texture on all six sides.  The cube is just a default cube that is scaled down in the Z axis so it appears very short.

No matter what version of Blender I use, the top of the cube works completely fine, showing the noise texture as usual, but the sides of the cube appear like this (this screenshot is from Blender 2.7, but my main computer does the exact same on Blender 2.8):

Things I've already tried:
 - I've made sure that the UV unwrap is correctly scaled to the scale and rotation.

I've tried putting a texture on it, the texture lines up properly and doesn't stretch:
I've tried converting the noise texture to a bump map and a normal map, it doesn't change the result.
I've tried two different versions of Blender and 2 different machines

While I'm sure there is something very simple going on here that I'm missing because I'm inexperienced, I'm stuck and can't find any information on my errors.

Extra Images:
 - UV Unwrap:
 - Basic Node Setup:

Any help is appreciated.


texts:
They are not UV seems and I recalculated the normals. Does anybody have any idea of what it would be?

here is the blend file https://drive.google.com/file/d/1te2NBPLglBqUzw8PGbYGmgm85URY6SEo/view?usp=sharing


texts: I'd like to clear objects that no longer exist from a collection, can this be done with python?

texts:
I keep getting this error when iterating through objects in collection.
Thanks.


texts: How to Cut or Extrude a Cube/Rectangle from a Cylinder/Curved Surface

texts:
I am trying to have a rectangle extrude from a cylinder. I can get that working fine, but as soon as I add a subdivision surface I get smoothing that creatives overlapping vertices. I don't know a strategy to solve this and I'm hoping someone will help. Please see the images. I have tried increasing density but I still get the problem at the corners. I have added edge loops to the bevel, which kind of works, but you can see that the horizontal loops are still bending around the cube extrusion and it causes some lighting issues. Does anyone have any tips on what I could do to prevent this? Thanks for any help.

Image 1: The object I'm trying to smooth.

Image 2: The result of adding a subdivision surface. Note the shading problems at the corner.

Image 3: The result of applying the subdivision surface. You can see that it's rounding the cylinder and in doing so folds / overlaps vertices from the corner.

Image 4: Increasing loops for bevel. Still warping the cylinder causing shading issues.


texts: How to set bone rotation in Python script by an absolute value?

texts:
I am writing a simple Python script that creates an animation. In order to do this, I am using the following code:

def RotateBone(boneName,rotDegrees,rotAxis):
    boneSelect = bpy.context.object.data.bones[boneName]
    boneSelect.select = True
    bpy.ops.transform.rotate(value = radians(rotDegrees),axis = rotAxis)
    boneSelect.select = False

It rotates a bone and then I use lock key frame command.

My problem is that if I run it twice, it will re-apply the rotations on the animation sequence. That makes the process of development tedious. I am deleting the human model and re-loading it from disk by using the UI, then I use Run script command.

I've also checked this answer, it does the same - relative rotation. I've also tried setting the rotation_euler property of the bone directly, but it does not seem to do anything. Any of these might solve my problem:

Find a command that resets all rotations in all key frames that I did.
Set the bone rotation values in an absolute way
Find a command that deletes an object and a command that loads .mhx object from disk.

Any idea?


texts:
I have a set of closely positioned objects. I want to make animation of spreading them along one axis with preferably equal gaps. I don't want to use parenting because i want to be able to rotate them freely around they centers later.

What is the simplest way to do this. Can it be achieved with animation nodes plugin or do i have to use only Blender animation curves and make all movements manually?

The following animation shows what i want to achieve with small number of objects.


texts:
This is a simplified example which I wish to apply to a more complicated animation situation.

I have a cube, that is 1x1x1 in size, origin at the centre and is located at (0,0,0). It sits atop a plane with the origin of (0,0,-0.5).

I want to use drivers to drive the cube's X and Z coordinates when I change its Y rotation so that the cube does not pass through the plane. Like so:

I know the X and Z locations can be calculated using cos and sine but I'm having trouble figuring out the equation for the drivers.

Thanks for your assistance.


texts: I have followed many tutorials about UV map for textures to a mesh, but still can't see the texture in UV/Image Editor. I use Blender 2.70, This problem is present in Blender Render and also in Cycles Render logically with different procedures.


texts: How to drag select through all geometries, not just visible geometry

texts:
(Using Blender 2.90)
I have a model that has lots of extra geometry (polygons) that I want to delete. I know that I can drag select geometry and then use Ctrl+X to "Dissolve Vertices". My question is, how do I drag select such that I can select all of the hidden faces/vertices as well as the visible geometry so that when I delete, any and all geometry that fit inside that drag-selected box goes away?
In essence, the problem I am trying to solve is that I have to drag and select the exact same box multiple times to actually delete all of the geometry, and that is a waste of time as well as prone to errors in mouse movement.
How do I drag-select and include all visible and non-visible geometry?
Better yet, is there a toggle to switch between visible geometry only and both visible and non-visible when using drag-select?
I see this answer here that looks like what I want, but it references a version of blender that does not match what I have, and I am a noob at Blender, so I do not know how to translate that question into something I can operate on.


texts: What is the major difference between blender 2.79 and 2.8?

texts:
The blender has gone through major UI changes in newer version of blender i.e. version 2.8.
But what are the major technical updates it got?


texts:
I am trying to create an animation of two billiard balls colliding. I have been following a tutorial which uses rigid body for animations. I have placed the two spheres on a rough model of a billard table surface and enabled rigid body on both. The rigid body settings are the same for both balls, except that the one that is supposed to first move when hit by the other, has "start deactivated" and "enable deactivation.." activated. The settings for the balls as well as the table is shown in the pictures.

The scene gravity has been put to X=0, y=20, z=-50. This seems to work in the tutorial, but when i playback the animation, both balls start moving from the beginning. I have not been able to fix this, does anyone have a suggestion on how to fix this issue?

Also, i am going to use this for a billiard tutorial video and want to do renders of several shots, so if you have a suggestion on a better way to do these animations, it would be appreciated.

Thanks in advance:)


texts: Emissive shader does not change much in changes of orders of magnitudes

texts:
I'm trying to make some LED lamp but the EMISSIVE feature doesn't react as I expect.
I read on the Blender manual that the emission power is defined in Watts per Square Meter.
It doesn't really seem to work the right way.
From 0 to 1 it works well, but then, raising it to 10, it's not decuplicating the light, and even shooting it to 100000 won't really change much.
You can see in the images how the change from 1000 to 10 millions doesn't change anything in the final image.
For a test, I added an area light on top of the emissive model, and a 1 W light assigned to it makes faaaar more light than the emissive material.
You can see the difference in the final image.
What may be happening here?
Now, I may trick and just use the area lamp, but I want to know what is happening so to know how to work in the future.

Real world sizes. Emissive surfaces are exposed, nothing in between.
Actually, Eevee is not really lighting anything with the model, it just adds glow, a lot of it XD
Tried in a brand new scene, same problem: emissive power doesn't do anything past a certain threshold. It looks like the power is logarithmic.
You can download it here:
Also added the original file:


texts: How to retrieve correct normal information of a render?

texts:
How can I get the the same vector for every angle on denoising normal information when rendering in Cycles?
I realized that, based on the camera angle and its position, the normal vector is different. Sometimes it is green (RGB)::(0,1,0) and sometimes black (0,-1,0).
I checked the normals on all objects, so they are correct. When I show my normals they go in both directions.

What I want is that even when my camera is in another position, the vector should be not (0,-1,0) but instead be green.
For example: in the first image the cupboards should be greenish and not black.


texts:
So I'm trying to use maps while applying textures to produce a more realistic scene. The issue is my scene is producing too many fireflies. I've tried adjusting clamp settings but the fireflies are still there. I've also tried adjusting values in the node editor but it's till not working.
This is how I have setup my lighting:

Here's my node editor screen:

The final image render:

I've tried adjusting the roughness values of the glossy shader and the diffuse shader but the fireflies are still there.


texts: Get the inner shape of the object from a scan of mould

texts:
I have two scans of a hollow  object which was cut into 2 halves. the object was a mold. Now i want get the inner shape from that mold in blender. Is it possible?

Edit:

That is a plaster cast (negative) of leg. What I normally do is scan positive cast (after filling the plaster inside) and take scan it check the quality of the cast. I'm wondering whether i can eliminate this step by using blender to fill the caste and see.

what I'm trying to do this is inverse of model to mold. There are many tutorials and posts to show how to get the mold designed if we have a stl model.

In my case I have the mold, i need to get the model from it

Thanks


texts:
I'm very confused about the Boolean difference modifier. I'm modelling a concrete road block for use in a board game. I've created a basic shape and now I want to create grooves in the side by subtracting a wedge using the Boolean modifier.
I have uploaded my Blender file to Google Drive:

https://drive.google.com/open?id=0B9jXsWFCZiMJMTZxTzVhcEl5Yzg

I've got two copies of my roadblock, named Roadblock 1 and Roadblock 2. The shape I want to subtract is named Wedge. Here's a screenshot (I'm working on one of the copies of the roadblock):

When I select the wedge in the modifier's "Object" field, the roadblock shape disappears completely. I can't put any additional pictures, my reputation isn't high enough.
I have tried this with both roadblock objects, and both have the same problem. No matter where I try to subtract the wedge from the object, it disappears entirely.
To find out it was the roadblock or the wedge that caused the problem, added a cube and tried subtracting the wedge from the cube, this worked normally. I'm a complete beginner at Blender, and I find this very confusing.


texts: When I render, it just shows the render and it says it's finished, but there's nothing there

texts:
When I hit F12 to render, a screen (see 2nd image) just pops up, and nothing happenes. It acts as if it's finished, when it's really not.

Is there something I've done wrong?


texts: Copying pose of one leg to another withouot using x- axis mirroring

texts:
I have a 3 legged character and I want to copy the pose of one leg to another. Shift Ctrl V doesn't work tho because that only works when I want to mirror along the x-axis but my character has 3 legs so that isn't possible. Is there anyway I can do that?
For example I have this pose

And when I copy then Shift Ctrl V it simply moves the same bone in a different spot. Instead of having the same pose on the other leg.


texts: is there any way to keep meshes from clipping through each other?

texts: when I use proportional editing or cloth brush on clothing it clips through the character body. is there any way to force the cloth mesh to be always outside the body mesh?


texts: Automatic Weight Problem - Mesh moves down and armature stays

texts: I'm kinda new with blender so I'm not very familiar with techniques. I just watch and do what they do in Youtube. But this error is something I haven't seen on Youtube yet and I cannot explain what the error is. But it's some thing like this  Originally, the mesh is already automatically weighed together with the armature. But, I realized something wrong with the joint positioning, so what I did is I started over by clearing the vertex groups. When I fixed that problem, and clicked "Automatic Weights", it went like that (in the picture). What do I do to fix this. Please help me. I have attached the file below (Thanks for the info.)


texts: objects in scene are not appearing in final render but are in render view - cycles

texts:
I am using Cycles 2.79 to make a render for a customer and when I render it, only renders one head from one of the various characters and scene objects. I show that on the first photo.
But in render view it shows the whole scene which is shown on the second photo.

I need help on how to fix this!


texts: How to render material with alpha channel seen through material with halo

texts:
I'm using Blender Internal, and I have a scene where an object is placed inside a mesh with halo material to simulate being in a spotlight beam.

(part of) the object looks like this:

And it has a material with alpha channels:

During a quick pre-render with z-transparency enabled, it looks like this:

which is alright, but I would like it to be affected by the halo.

Switching transparency to raytrace makes it looks like this:

which is exactly how I want it to look like, except for the glaring problem - parts of the texture that are supposed to be transparent and, for all intentions and purposes, invisible, are now refracting light which I do not want at all.

Beside enabled alpha, the material in question also has a specular map that controls object's highlights and mirror values, but disabling those doesn't fix the problem.
The halo material also has a texture to it.

My question is - with Blender Internal, is it possible to achieve the look of raytrace transparency with halo affecting opaque areas of the object behind it, but keeping the transparent parts of the texture completely invisible like with z-transparency?


texts: Add a filter for the extension of a file in the file browser

texts:
I'm writing a python script that allow us to open a file in it like that:

It's a string properties wich is coded like that :

bpy.props.StringProperty(description="Path of .DAT File", default="C:", subtype='FILE_PATH')

When the user click on the little folder on right it open a file browser.

In the file browser, in my case I want to filter only the .DAT files. I know that it's possible to filter the extension of file for exemple here it filter the .py or .zip file:

How can I do that with Python ?


texts: How do I automatically (programmatically?) select any particles created with the Particle Add tool?

texts:
Any time I'm in Particle Edit mode and use the Add tool to add particles...

...I want to have those newly-created particles automatically selected. (Blender's default behavior is to NOT have the newly-created particles automatically selected, which makes it trickier to leave the old particles alone while selecting only the new particles.)
I'm thinking this maybe can be done programmatically via an add-on, but I'm not sure how to approach it. When I create new particles, Blender outputs commands like these:
bpy.ops.particle.brush_edit(stroke=[{"name":"", "location":(0, 0, 0), "mouse":(348, 147), "mouse_event":(0, 0), "pressure":0, "size":0, "pen_flip":False, "x_tilt":0, "y_tilt":0, "time":0, "is_start":False}, {"name":"", "location":(0, 0, 0), "mouse":(348, 148), "mouse_event":(0, 0), "pressure":0, "size":0, "pen_flip":False, "x_tilt":0, "y_tilt":0, "time":0, "is_start":False}])
However, I suspect these commands are not very useful for what I want to do.
Any ideas?


texts: Can you unlink action for multiple objects at once?

texts:
I know you can right click object and select unlink action to do so.
Or do it inside action editor.
The question is this is too slow. There are so many actions there for different objects, what if you want to switch animation from one to the other. That would be a nightmare.
Is there anything I can look into? Thanks.


texts: Artifacts while rendering in cycles. White pixels shown. (Blend file attached)

texts:
I'm starting out with modeling in Blender 2.8 and have created a simple scene.
Added an Environment texture to the World. The HDRI image provides lighting / reflections. The materials for the objects are from BlenderKit, with no modifications.

While rendering the scene, I get the below artifacts. I have turned the samples to 300, but still the same issue.

After little searching, I updated few of the settings:
Checked the View Layer -> Denoising option.
Set the World -> Surface -> Strength value to 0.1
Set the World -> Settings -> Volume -> Sampling to Multiple Importance

This has improved the render but the artifacts are still present in the main object (totem) on the table.

I've attached the .blend file below. Please suggest on how this can be resolved.


texts:
Does anyone know a way to export a particle mesh animation to unreal engine using alembic for example. Or perhaps a way to bake it to a fbx animation.

I know you can convert the particles into a mesh but you loose the animation data of the particles when you do that.


texts: Viewport Background not transparent in rendered preview

texts:
In rendered viewport mode, the background doesn't appear transparent, but black when switching Transparent on under Film using Cycles.

Usually, I see a checked background indicating transparency.

What have I done with this file?


texts: Is there a way to make different HDRIs be reflected on specific objects in the same render?

texts:
I know how to make all reflections be one HDRI while everything else is a different HDRI, but how could I have one HDRI affect one object's reflection, while another HDRI affects a different object's reflection?
I would like to do this without layering to get a lighting effect.


texts: I've already applied the mirror modifier and combined all of the meshes together. When I came around to mark seams, I find double the edges on the head mesh only. How do I remove them?


texts:
I have been working on a mirrored mesh. Now I want to apply the mirror modifier and sew the middle edge loop of the mesh together by selecting it and merging the faces by distance.
So I choose Merge by Distance with the faces selected:

What I expected was for the faces to stitch directly in the centerpoint between them, as is the case when I merge vertices by distance.
However,  what I got was an asymmetric line, which I don't want in this case; I want an edge loop running perfectly down the center of the model.
Is there a workaround here besides selecting all the vertex pairs across the center line from each other and merging them individually?


texts: Issue with bending mesh by using armature

texts:
I'm a very new in Blender.
I'm modifying Universal studion template from this tutorial:
https://www.youtube.com/watch?v=MzzKW8qAkRE
I have a Mesh in the shape of the "O" letter. It looks perfect by it self.

But if it is connected to the Armature some bends appears on the letter surface:

I've tried to play with some mesh modifiers. But no luck - just messing the model.
I guess it might be something with surface properties but I'm not sure which one.

Would you please be able to help me to figure out what is causing the issue?


texts: How do the bone to be follow-up transformed by changes in the mesh?

texts:
In the Armature，the bones are skinned, but not attached.
I try to use the Surface Deform, but it will cover the Armature add together, I want “Offset” but didn't work.The parent constraint was used, but the result was the same.
I want the change of the mesh to be able to affect the change of the bone, which can not only rig the mesh, but also affect the transformation of the surrounding bone.

Please please please, help me with this question!


texts: How can I crop and export parts of STL Objects?

texts: I'm a blender beginner. I have an .STL of an anatomical figure and I need to crop a small chunk of it and export it in a separat .STL file, but so far I haven't found anything quite relevant on the web. Since I'm a blender-nobb, I figured out I don't even know what to search for exactly.


texts: What settings affect the final number of samples in Cycles?

texts:
I'm having some problems with cycles. No matter how small the number of samples I input, it always scales that up.

I thought there was no anti aliasing configuration for cycles. What option may be causing this huge number of samples on my scene?


texts: How to change shapekey vertex position through python

texts:
I need to change vertex position in a shapekey through python. Is it possible to do?

Right now i can only get vertices coordinates. But how to change the vertex coordinate of shapekey?

import bpy

obj1 = bpy.context.selected_objects[0]
for vert in obj1.data.vertices:
    print(vert.co)  # this is a vertex coord of the mesh

For example i want to change avertex coordinates of a ShapeKey "Key1".
http://i.imgur.com/erM03j9.png


texts: Why are nodes not showing when I add a texture

texts: Ive installed Blender 2.8 and have been trying to find my way around it. I am working on an object and have got to the point where I add Materials. I have node editor up and when I select the object and add a new material, no nodes appear. I have searched multiple links on the internet and none of them have helped me find it. What am I missing and where are my nodes? do they need to be enabled somewhere.


texts: How to know what object the snap function is targeting (in Python)?

texts: When using the snapping function during a translation in a script, is there a way to know which object, vertex, edge, or face was used as the snapping target?


texts: Fluid simulation giving an instant -x velocity

texts:
Here is my animation at frame 849 ( the frame before my fluid sim starts)

and here is my animation at frame 850 (the first frame of my fluid simulation)

After this, the fluid sim acts as expected but flows out of the random tube rather than the circle I have set as my inflow (which is the circle that is slightly visible at the opening of the bottle in the first image). My set velocity on my inflow is x: -.1, y: .1, and z: 0. Why is it creating this jut of fluid instantly? Additionally, I have the funnel set as the outflow (shell and volume), but the fluid only clips through it rather than disappears and I cant figure it out, is there something I am missing? Thank you in advance!


texts:
I'm trying to import a STEP file to Blender, but it doesn't work!

This is how I do: I open the STEP file in Freecad and I select everthing, then I export it as a .stl file, but when I import the file into Blender, I only get parts of the object and some of the parts are in wrong position. Very frustrating and the client is waiting. I have also tried to export it as .obj and .dae file without any luck!

Can someone give me some advise how to solve this?


texts:
I've tried to apply a cloth modifier on a t-shirt so that it could fit properly on the body and followed its movements. The problem is that the t-shirt appears to be shaken by some wind, even if there isn't any force field enabled. Does anybody have any advice to give me?
Hope I made my self clear!


texts:
I was watching speed modeling video and saw haw cylinder flat cap was evenly rounded with a few edge loops very quickly.

https://www.youtube.com/watch?v=pX9pjtqanx4&list=PLTU7oKhL-me_h85qGNvavQwFigm7GX0xV&index=1&t=1s second 19. Slowdown play speed to 0.25 to see it clearly.

Apparently, the author did it with some key shortcut. I would like to learn with technique.


texts: How to separate an armature bone from an armature bone in an animation?

texts: Im doing an animation that uses a hand and a sword. The hand swings the sword alot thats why there is a bone from the hand connected to the sword, but problem is, i want to throw the sword in my animation, but I dont know any way on how to detach the sword from the hand.


texts:
I've been using Blender for about a year now.

I want the teeth to join with the head.
After pressing ⎈ CtrlJ the hair sticks out in every direction and the teeth still aren't connected with the head.

Both versions I downloaded had bugs in them, which gives me a really hard time to model my characters. The program is really slow.


texts: Is there a way to integrate other software in a Blender pipeline?

texts: I'm considering starting a small studio, but the people I know do not use Blender.  Is there any known way to effectively integrate other programs into a pipeline like Maya and After Effects with Blender?  I watched Francesco Siddi's talk on Blender Pipeline, but admittedly, I found it difficult to understand.


texts: Given a grouping of selected vertices in a mesh, how do I test if they form a contiguous edge loop?

texts:
I'd like to be able to run a a test on a grouping of selected vertices in a mesh. The function would return a boolean result based on whether all the vertices in the grouping are connected in a linear fashion, thereby forming an edge loop.

To the best of my knowledge, there is no IsEdgeLoop operator in the API at this time. Bmesh seems to have some better mesh tools, but I don't see a solution as of yet. I'm thinking some clever algorithm to traverse an array of vertex indices is required, but could use some input from others.


texts:
I can't seem to remove the lighting that the HDRI I used to have loaded into the file contained. I have completely removed the entire world shader (as well as all other objects in the file), but it still shows the old hdri lighting. Any idea where I might be going wrong in this?
https://i.imgur.com/2460zaL.png


texts: Copy and Paste creates random null objects from existing geometry

texts:
i have a really annoying and strange copy & paste bug.

Sometimes when i want to copy & paste an object, blender creates random null objects from my existing geometry, sometimes everything is deleted exept the copied object.
I couldn't reproduce this bug in a new file.

Maybe changed some settings accidentally with a shortcut?

Iam using Blender 2.9 A

Best, Joseph


texts: How to give the bevel emboss effect to mesh

texts: I have created svg file and imported in blender. I have 2 layers named front and back. Back layer i have extruded but front layer i want to bevel with the reference image (gold). I want front layer to get that effect. How to achieve and what settings i have to make to get effect.


texts:
Is there a way to change the color of a curve object in 3D view?
(change the black lines only for this object to green).

I've got over 1000 curves generated by a python script and would like to change their color depending on length.


texts:
Whenever I do not press a key on blender 2.82a for 10-20 seconds and then go to do something, it keeps crashing like this;

Am i doing something wrong or am i likely to have something turned on/off which i shouldn't?

Thanks


texts: How to get rid of an already applied solidify modifer

texts: When starting scuplting I accidentally applied the solidify modifer to my mesh, apart from creating unnessecary geometry it also caused problems with inner vertices sticking out of the mesh.Is there a way to remove the inner layers of vertices ?


texts:
I am trying to get an armature to move one limb on a deer I have made. Here is my design process!

I made the body and limbs as separate meshes. I wasn't sure how to create limbs out of the body of the mesh and make them look good.
I tried joining  the meshes, creating the armature and setting automatic weights and then moving the armature in pose mode. The mesh would not move with the armature
I thought maybe it was because many vertices between the mesh and the limb were crossing so I thought maybe that was why the armature was not moving the limbs
I used the cut tool to remove the intersecting mesh on the limb and the body so that there were no intersecting vertices.
I then joined this set of meshes and created a new armature, set the weights to automatic and tried to move the mesh in pose mode and it still won't work.

What should I do? I don't know what else to try. I have been following any other online instructions exactly.

File Link:


texts: I'm sure there is a simple solution to this but I'm not finding it anywhere. I want to create symmetrical shoulder bones for my armature. So I want to use a fork extrude. As you can see in the image below the fork is on the wrong axis. I know I cannot change the orientation of the axis so I tried changing the orientation of the mesh and armature but no luck there. I have x-axis mirror in tools and axes in armature setting selected. Does anyone know how to re-orientate how these are extruding?


texts:
So I'm having a bit of trouble with multiple material baking with Blender Cycles in my "Sale of the Century" game show set. I have this one piece (see below) that is made of six different materials. I have created my own texture map and unwrapped as needed. Fine. However, on the final bake, all the unwrapped areas keep coming out black.

I have recalculated my the normals. My image to where everything is going to be baked is called "contwalluv" and in the node editor, it is selected and not hooked up, for every material.

I baked this last night perfectly, but I also did it in the wee hours and forgot what I did, but I am obviously missing something.

I've tried using the UV input to no avail.

Note: the only thing that is being baked for now, until I perfect this, is that set piece in edit mode.

Minus the podiums for now, this is how I want the texture to be baked for the final render:

Here's a link to the blend file and material, Go nuts :)

Any suggestions?


texts: I created a fire simulation and i want to add a background clip , but when i add it , it dosen't show the fire and smoke.


texts: materials different between render and viewport cycles

texts:
Right now I have a scene set up with two emmission shaders on two planes. In the viewport render I get this image

But whenever I render it, I get this

The viewport render is as desired but the final render doesn't turn out as wanted.

here is my simple node setup for the mountains

and the backyard

If you have any tips I am greatful for them!


texts: Test for the object with the biggest x-vector using python

texts: I am trying to get the object out of bpy.data.objects with the biggest x-vector but i cant figure out the code.


texts:
I would like to follow up on a previous question about UVs affecting shading in a weird way.

I am in the process of exporting a scene to Unreal Engine 4 and stumble upon this issue as I baked the lighting :

I was thinking it was coming from Unreal since I wasn't the only one facing this issue. So I created this thread on UE4 Q&A forum.

I checked and double-checked everything until I realize that the orientation of the UV's were creating this issue.

So after I "R180"ed my UV island the shading got fixed.

My question is why ?
I should be able to orient my UV islands as I see fit without affecting shading, right ?

Is there something I forgot to check in the FBX export ? Is this related to the way Blender handles shading ?

Any idea is welcome :)

Thank you for your time.


texts: How to make transparent material in cycles?

texts: Is it possible to make a transparent Material in cycles render? How is it accomplished?


texts: Blender Error "Not able to read the .blend file"

texts: I was working in blender in Linux Mint, while i was saving the file my pc got hang.The pc specs are good enough to that much work in blender.I had to then Shutdown the pc through the power button.Then when i switch on the pc blender showed up an error like "Not able to read the .blend file" and all the data in the file got lost.


texts:
Drawing a blank here. I'm trying to recreate Jack Sparrow's famous bandana; a red base colour with a blue floral pattern. I've started off with a red, diffuse base on my bandana mesh and I've acquired a decent image of a vector floral pattern with an alpha background.

My problem is: how do I then add this floral pattern on the surface of my red bandana? Can I not stack image textures in the same material?
The floral pattern is a png image, and its alpha channel is apparent when I use the alpha textured material method. However, I don't want my bandana to be transparent.

How do I add the floral pattern to the opaque base material while retaining the image's transparency?


texts:
I’m having some trouble with SplineIK. I made a rope with bones, animated on a curve. I used spline IK and at the end I baked it before exporting. Everything works well in Blender before exporting, but after I export it (DAE, FBX, whatever) the result is completely different as it should be.

In the video you can see the difference between the correct animation (selected in pose mode) and the baked/exported/imported one.

https://www.youtube.com/watch?v=VIEfzo7iqjo

Could someone help me solve this?


texts:
I am working on a 3d model in blender (obviously). I don't know why, but when I hop into rendered mode, the object has weird triangles on the object.

I don't know why those are there, but i think it might have something to do with the UVs, but im not sure. What is really weird, though, is that my object doesn't have those triangles as part of the actual mesh. Here is what the mesh looks like in solid rendering mode.

As you  can see, there is obviously no triangles part of the actual mesh. Any idea on whats going on? Thanks for any answers :)


texts:
Usually walk cycles are symmetric which allow the first leg that moved forward to go backwards to its original position when the other leg starts to move, that creates the 'walk in place' effect.
I'm trying to create a non symmetric walk cycle, in which you always advance with one leg and close the gap with the other leg.
I'm not sure how to create a proper loop for the cycle, a loop the keeps the character in place so the following cycle will sync to the previous one.
You can see the issue here: https://www.youtube.com/watch?v=l5MYRZSlG1s
How do I prevent the sliding back after a step issue?


texts: Particle density animation using dynamic texture

texts:
I want to make the particle system to flow from dynamic texture using the density property.

Unfortunately for some reason particle system memorise only the first frame of the texture, and ignore future changes of the texture.

Any hints how making this work?


texts: Create freestyle lines like the orange outlines of selected meshes?

texts: I used an emission shader, and I was wonder if that the black lines (from 3rd photo is render view) could be the same as the the orange selected lines minus the origin points (2nd photo). The first photo is just the 3d view port.


texts: Uncheck Random subdivision | Cell Fracture

texts:
I asked a question on how to fix an issue and recieved a comment saying to Uncheck Random Subdivison but I was unable to find this option and the user who commented has not responded where would I find this option this is in the context of cell fracture, thank you
Below is the link to my previous question for more details
Cell Fracture Issue | Cells appear werid


texts:
I have a model I need to rotate around the center. I have put the 3D cursor in the center of the grid. I've hit the hot keys and selected "Origin to 3D cursor" but it does not move. At least not while my current object is selected.

If I unselect the current object it does it, but when I select the object again, it goes way back up into space again.


texts: Draw axis guid line via Python in Blender

texts:
I write a little addon that reset location by a single axis (X, Y or Z).
I want to add the possibility to view axis guide line in 3d viewport when you select one. Like you have in transformations(move, rotate, scale) when you choose the axis.

I didn't find command to draw specific global axes.
Can you help me with that?!


texts: I'm trying to make a plane that has two sides, or a plane that doesn't have a negative side. I don't exactly know how to explain it, but I want to have a plane where both sides are facing outwards. The normals should be pointing outwards on both sides of the plane. Thank you!


texts: Can I Separate an object into many objects along UV seems?

texts: I am trying to make a folding animation of a complex model. I don't want to use the built in unfold process, because I want it to fold from flat islands into a 3d model. Because of the models complexity I found that the auto generated UV seams seem to work well for my purposes. I was hoping I could translate them in separate objects. I can't find any documentation on this and am fairly new to blender. Does anyone have a suggestion.


texts: Hello a blender newbie here. I'm trying to animate a character. I have just successfully finished rigging my character but realised that there are some further objects that should follow the rigged mesh. In object mode, I tried to make the secondary objects children of the rigged character, but when I returned to Pose mode these objects dont follow the character when I change the pose. I know i can join the parts together but its essential that the secondary objects stay there own object. Is it possible to parent objects to a rigged mesh? Im sorry for if i was unclear, if necessary i can try to explain it better or add a .blend file. Thanks in advance.


texts: Can I use splines and bones together in the same rig?

texts: I have model of an animal I'm building. It will have bones to animate the limbs, the neck, and the jaws. However, I want the tail to be less rigid. So, can I use a bezier curve and bones together?


texts:
I managed to create a landscape in blender using ANT Landscape and now I want to turn it upside down..How can I do that?

Thanks!


texts:
How to postion 4 cameras and render a scene partitioned in 4 pieces ?
Cameras should positioned seamlessly 2 on bottom and 2 right above.
Then how to setup in compositor that 4 images are merged in 1 bigger image?


texts: Default Value for node group input sockets is not respected outside the group

texts:
I am hoping that I just did something incorrectly. I am creating a rather simple node group with 5 input sockets. Two of them are color, and the rest (which I am concerned about) are values.
Here is my setup:

Unfortunately I can't for the life of me get the default value to be respected outside of the group when right clicking > Reset to default value.
Here is a quick screencap:

As you can see, each input resets to 0 instead of what I specified. I want the the users of this node group to be able to reset any input value to its default that I specified inside of the node group itself.
What is going on here? How can I fix this?


texts:
I just ran a python script in blender.

However it gave me an errror:

Python script failed, check the message in the system console.

I've searched online but i can't find the system console. I have two terminals open to the blender file already but it did not show any error message.

I am using Ubuntu 19, with Blender 2,80


texts:
Lets say I have two sets of tracking points with the same number of points/set, is it possible to associate points from one set to the other and make them interpolate in time?

EDIT:

As suggested by @poor, I'll try to clarify what I try to achieve.
This question originates from @cegaton's comment in 2D morphing video images.

I am trying to use the tracker to morph from two video sequences. Imagine two videos, first video has a square moving from left to right of the screen, second video has a rectangle moving the same way. I track four vertices of square as object A and the rectangle's as object B. Both tracking points move according the the image of its video from left to right, but what I want is to interpolate those tracking points (I don't know if creating a new object C or just modifying one of the existing objects) so that at the same time they move from right to left they also aproximate positions of object's A points to object's B points. In the end we will have four points moving both from left to right and adjusting position from A to B thus making posible using on a plane two videos that distort and fade from video A to B.

Hope this makes sense.


texts: Generating a UV map from object generated texture coordinates

texts:
I'm trying to map planet textures on spheres, and the maps are Equirectangular. I'm initially mapping the textures to the spheres by using "object" generated texture coordinate input as the vector for and "environment texture" node instead of "image texture" since environment texture node has a equirectangular projection setting and image node does not. This is currently the only way I've found it possible to map equirectangular textures to spheres without distortion.

Now that I'm ready to paint on the textures and add mountains and valleys to
 the planets, I have to UV unwrap the spheres. Is there a way to bake or generate a UV map from the object generated texture coordinates?


texts:
Learning to model with Blender. Trying to modify an existing model, at some point I "wrinkled" it. I'm suspicious about some custom code (I'm developing a Blender plugin to export/import models from a game) to save and reload normals, but the case is I have this model now and I want to know what's going on so I can fix it.

With autosmooth turned off:

With autosmooth on:

What causes this? How can I fix it so when autosmooth is enabled, it looks like the figure on top?


texts: How to add 'Properties > Camera > Focal Length' to 3D View Panel?

texts:
I would like to add the prop from Properties > Camera > Focal Length to a panel in the 3D View, but I can't seem to get it right.

class MyPanel(bpy.types.Panel) :
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_label = "My Panel"

    def draw(self, context) :
        TheLayout = self.layout
        TheLayout.prop(context.space_data, "lens")  #Like this, but for the Camera's focal length.

The console suggests:

bpy.context.object.data.lens

And this gives me the value of the function:

bpy.data.cameras[bpy.context.active_object.name].lens

But how do I make a widget with this function in a 3D View panel?


texts:
So my problem is as follows: I have candles set up in a way, that they have a wick in the middle. I want to emitt fire out of these wicks with the "Quick Smoke"-Effect at Object>Quick Effects. What happens now is that when I run the simulation the flames are way to large and just expand the bounds of the "Smoke Domain". I just want the flames to be of a fitting size and I didn't find the answer myself while trying all different kinds of settings.
So as requsted I will hereby give you acces to my project files at the moment. Also I want to clarify: My problem is, that I need the flames to be smaller.
No, just changing the Reaction Speed is not it. It's maxed at 4 and doesn't really have an effect.


texts: How to distribute / align objects in a line or grid with even spacing?

texts:
Very often, when importing multiple objects from an asset kit they are all centered in a scene and need to be manually distributed, so it is easier to work with them.
I was trying to find an option for this in blender, but couldn't get close to any good solution. Hence wanted to ask here if it is possible to somehow select all of these objects and automatically distribute them in a line (say on x axis) or even better some sort of grid (rows and columns) with even spacing?
For example, how to get from this (multiple objects centered together)

To this, objects evenly distributed in a grid (or line). I did this manually, but ideally this should be automatic?


texts:
I know there's many question about cutting a mesh with another mesh but I need to ask this because the boolean modifier isn't working.

I need to cut the plane with the shape of the track (that is another plane with an array and curve modifier) and get the inversion of the track cut onto the plane.

How can I do it?


texts: weird glass effect artifacts - Principled BSDF, Transmission 1

texts:
I'm a filmmaker and 2d motion designer that's starting his journey in 3d. Following blender guru tutorial I've encountered first major problem that I cannot overcome. I have those weird artifacts when try to apply glass shader onto the cup. The plate renders fine, but the cup has artifacts (it's the same material on a plate and on a cup.

Do you maybe have any ideas how to resolve this?


texts: I am trying to mirror something over the center, I put my 3d cursor to the center of the grid, then changed my pivot point to the 3d cursor, and then tried to add the mirror modifier, and for some reason it comes out like this and I can not figure out why. It worked before with a different eye that I scrapped, not sure why this one won't do the same...


texts: When rotating, objects jump around the screen

texts:
I don't know if this is related at all, but before when I was rotating the object strechted while rotating. Like the z axis scaled higher but everything else didn't. While rotating.

The half of an arm I'm manipulating has multiple children and is a child to the upper half of the arm.

EDIT: It was jumping around because some parts of it were overlapping with the main body mesh and collision was enabled so it jumped around. I'm still having the problem of scaling when I rotate the mesh. I can't find anything online, so I think I'm gonna rotate it so I have the scale I want then join all the different meshes together into one character mesh.


texts:
i just want to select this object, the suzanne with the active origin in red,'is is she active or just the last selected?

i dont know the code, and i dont know also how to find this kind of code, ive been searching for two hours... any tips how to find the desired action within blender in this kind of cases?

thanks


texts: How to get a hover craft effect (Object over Landscape)?

texts:
I have made a hilly landscape using the Landscape addon in blender 2.8.
I have an object which I want to animate across the landscape by following the surface contours and maintaining a small distance, a little like a hovercraft floating over the land.
I have tried the “Limit Distance constraint” but can’t seem to make it work.

Is there a FAST and EASY way to accomplish this.


texts: How can I make monospaced quadratic curve in shader nodes?

texts: Iwant to use monospaced quadratic curve in material. I can find quadratic curve but it doesn't have same thickness.How can I make it?


texts: how do I make a realistic moon on a day sky in cycles?

texts: I had a node setup as shown in the picture. although I still have to plug in the bump and diffuse maps, I wanted to see the effect that the darker side of the moon is not black but the color of the sky. what changes should I make in my node setup?


texts: Mesh partially wrinkling when armature moves

texts:
I'm new to Blender and am having an issue with some joints wrinkling when moving the armature. In the attached image the left knee is exhibiting this problem, while the right knee is bending as I want it to. Weight painting doesn't seem to be helping (either heavily painted or lightly painted I still get the wrinkle).

All my other joints work just fine. Any ideas? I'm using Blender 2.80.

Picture of problem: https://imgur.com/a/7Q5kDdn

Blender file: https://tinyurl.com/wp6n6z8


texts: How do I do GPU rendering with enabled OptiX from the Command Line?

texts:
I need help running Blender from the command line with GPU rendering. Also, Optix must be enabled.
I read this article:

How do I do GPU rendering from the Command Line?

very much helped, but now I would like to know how to do the same with Optix


texts: I worked yesterday on my project and all was fine. The problem started today when I opened the file.


texts: Even though I have an armature with two actions and many keyframes assigned to it, my dopesheet summary is not showing. The button at the bottom of the dopesheet window should toggle the summary but it doesn't. I've also checked the NLA editor and have switch between the different views in Dopesheet window(Action editor and normal dopesheet view). Still empty.


texts:
i have a question. it is possible this function in any way to shorten ?

class ANIM_iXoClear(bpy.types.Operator):
bl_idname = "ixo.anim_clear"
bl_label = ""

def execute(self, context):
    bpy.context.object.animation_data.action = bpy.data.actions['Body_00_Default']
    bpy.ops.anim.keyframe_clear_v3d()
    bpy.context.object.animation_data.action = bpy.data.actions['Body_01_Idle']
    bpy.ops.anim.keyframe_clear_v3d()
    bpy.context.object.animation_data.action = bpy.data.actions['Body_02_Attack']
    bpy.ops.anim.keyframe_clear_v3d()
    bpy.context.object.animation_data.action = bpy.data.actions['Body_03_Block']
    bpy.ops.anim.keyframe_clear_v3d()
    bpy.context.object.animation_data.action = bpy.data.actions['Leg_00_Default']
    bpy.ops.anim.keyframe_clear_v3d()
    bpy.context.object.animation_data.action = bpy.data.actions['Leg_01_Walk']
    bpy.ops.anim.keyframe_clear_v3d()
    bpy.context.object.animation_data.action = bpy.data.actions['Leg_02_Run']
    bpy.ops.anim.keyframe_clear_v3d()
    return {'FINISHED'}

because the operator "bpy.ops.anim.keyframe_clear_v3d()" is in it more than once, and that look not so clean :/ .

I hope I get an answer.

-best regards DevilSam


texts: How to make particles not go partially through plane?

texts: I have a bunch of cards shooting out of a box with an emitter. I have rigid and collision on the collection of cards and the plane but when the cards hit the plane they go through it about halfway. and they won't fall over and lay flat. I've attached 2 pictures to help explain. The first 1 is as they are falling and the second is when they have all landed. How do I make it so they don't go through the plane and how do I make them fall over flat?


texts: For some reason, when I add the Subdvision Surface modifier, I'm getting this. Does anyone know what might be causing this?


texts: so I'm trying to make a bendy bone for my octopus's tentacles. I have made a bone for it and is progressing towards bendy bones. However, when I scale the middle bone to become bigger to make a bendy bone, it becomes bigger than my tentacles. How do I solve that?


texts: How to apply a soft body simulator on a certain part of an object?

texts:
I am currently trying to make a jellyfish animation and I want to make it so that the 4 big tentacles slowly flop around, as if they're in water. In order to accomplish this, I'm attempting to create a vertex group for the tentacles and apply a soft body simulator to it. The goal is to make it so that the tentacles flop around like the moon jellys in this video
, while, at the same time, the main body keeps its consistency. Unfortunately, I'm having problems with the soft body simulator. Whenever I apply it, the whole thing distorts like this:

I've spent the whole day trying to figure this out, and haven't had any luck whatsoever. I read another forum somewhere that said to apply a rigid body with the soft body, but I haven't had any luck with that either.

Does anyone know how to apply the soft body simulator on a certain part of your mesh???

Here's a copy of my project.


texts: How to prevent textures (a png file) to repeat in a grid pattern?

texts:
To whomever it may  concern,

I'm looking to get a singular logo onto my bullet train. It seems every time I go through the process, I end up with the logo repeating itself on a grid pattern. How do I fix this? All I'd like is to be able to add 1 logo, as a png.

Thank you.

https://gyazo.com/3338f4671a248bdd589a88a0558a2e5b


texts: How can I animate the camera in a perfect circular rotation around a fixed position?

texts:
I have an object at a fixed position in 3D space. I would like the camera to circle around it while facing it. I want to path of the camera to be circular in 2D, meaning that it does not move up or down.

I need this to be pretty accurate. I don't want to manually set a keyframe every frame for position and rotation. I would like to do this maybe with an expression, not with manual keyframing. I am not sure how to go about this but I think it is going to involve Python as well as some trigonometry.


texts: I have an object with 3 materials,  each one of them has their own diffuse normal map and a specular map. I need the object to use only 1 material though,  I've baked the diffuse to one picture, works well, but I do not know how to bake the 3 existing normal maps into one just like the diffuse,  same question applies to the  specular map.


texts: Is pooling vram with Nvidia NV-Link actually possible?

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I'm trying to find out if pooling VRAM between multiple cards is actually possible--I've received conflicting information.
In a recent chat with NVidia tech support about my Quadro RTX 5000, I was told there is no way for me to pool vram with multiple cards.
However the Blender 2.9 User Guide says this:

Distribute Memory Across Devices
Allocates resources across multiple GPUs rather than duplicating data,
effectively freeing up space for larger scenes. Note that in order for
this option to be available, the GPUs must be connected together with
a high bandwidth communication protocol. Currently only NVLink on
Nvidia GPUs is supported.

Specifically, I'd love to pool VRAM while using Optix GPU rendering with Cycles. I would consider purchasing another Quadro RTX if I know for sure that it works.
Does anyone have definitive information on this?


texts: How to completely fill an object with fluid?

texts:
I know how to make obstacles and inflows in Blender, but I do not know how to simply select an object and have it be filled totally with fluid.

What tool/command/setting do I need to have an obstacle become filled with fluid?


texts: Can blender game engine detect if a character is falling and play an animation?

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so I have a character in bge and I want to play an animation of him falling when he falls. I've tried using a collision sensor and enabling invert, but whenever the character jumps, it plays that animation, instead of the jump animation. I also have an always sensor connected to the idle animation, and the game engine just plays that instead of the fall animation.
Any help is appreciated! Thanks!

Edit:
Is it possible to detect the velocity of the character and play the fall animation when greater than a certain value?


texts: Why is the object not running in the given path

texts: I have a curve and a simple object that I want to run on that curve. I have selected the object and the curve and press ctrl+p and follow the path. it started from the starting point and end point. But when I stop the animation and want to start again its not at the starting point and the animation also too fast. I did not know as if its running on the path or just away from the path. I have tried with the duplication frame its not working with that also. Any suggestion or help. Thanks


texts: How to quickly duplicate faces or other elements?

texts: Lets say I'm making a building and so I have rows of identical windows. Is it possible to make one window, and then quickly duplicate it to create a perfectly-alligned row of identical windows?


texts: Script - keyframe value not applied - Blender 2.83

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I tried to create some keyframes in the MBLab addon, (e.g. character_mass) and render it, keyframed value is changing when I move along the timeline but mesh does not update during that.
Everytime I have to confirm the changed value in the appropriate field by clicking on it only then is the mesh updated. Is it a bug or is that any possibility how I can resolve this problem via script?
I need something like update and apply "bpy.context.object.character_mass" value before every rendered frame, unfortunately I have almost no knowledge about python scripting. Can anyone help me?


texts:
How can I make water follow a path?
How can I make water follow a path?