texts: Blender frozen, Is there anything I can do?

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After 63h of rendering I hit f3 to save as png and blender froze, It's been frozen for 12h already.
Is there anything I can do so I don't have to render again?
Maybe there is a way to recover last session with atleast part of the render already rendered?


texts: How to control the flow direction and fluid level?

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As you can see here, I intend to make a waterfall which is more or less has been successful. However, Once i start playing  the animation the water keeps filling up till the bounds of the domain.

I want it to fill only till this level, shown below, even if the waterfall(s) continues to flow.

In addition I want the water to follow this path/direction shown below.

I want this to look as realistic as possible, so how do I generate the water's froth?

This is my setup file:


texts: trouble using an ai generated matte for rotoscoping

texts: My apologies if this is a dumb question. I made a python script to generate mattes using machine learning, following Damien Allen's tutorial (https://www.provideocoalition.com/automatic-rotoscopingfor-free/). Now I have an image sequence of my son waving a "lightsaber" around in my living room, and an image sequence of mattes that I want to use to remove the background. It seems like it should be a pretty straightforward compositing job, I just can't figure it out. It seems like all of the masking nodes in the compositing workspace are for generating masks, and I can't figure out how to use something that was generated outside of Blender.


texts:
I am new to blender and after deleting an object the reference images I placed in the scene disappear. I am also unable to select objects through the viewport.
Here is a link to a screen recording of the issue happening
https://imgur.com/X7CcNHt


texts: How to get a UV (un)wrapping LUT given a camera?

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I can UV-unwrap my object using smart UV unwrapping. Now I have a texture map.
Given a camera, I am trying to get a LUT from which I can read off each UV location each camera pixel maps to.
The best I come up with is to go through the vertices:
UV location -> vertex index -> pixel location

but this is slow and creates "holes" in the LUT image because this esentially
"colors" each pixel individually.


texts:
I'm a beginner with Blender and I have some problems with understanding how UV works.
I created a box then I changed its dimensions and applied bevel. But when I do the UV (I tried smart UV and others), I get the UV with all of the sides as squares, not rectangles.
How can I get the right proportions of an object?


texts: Is it easy to create and control a hand model in Blender?

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I am working on a project that requires a digital interface to display my physical hand movements on the screen. As an example, leap motion AR devices track hand movements and you can see how the hands move in Unity game engine or in the leap motion software. I wanted to do something similar where I pass my hand data in real time to the software and it renders the motion of my hand, but doing this in Unity seemed difficult.

I have never used Blender before, but I wanted to know if something like this is easy to do in Blender before I start learning how to use it.

Thanks


texts:
I'm wondering how I could had a thickness to this pattern made with a map (1) ?

I don't want to model it because the idea, is to change very often new sort of pattern to have a quick review of what it looks like in an object, there is a lots of pattern, the proportion are constently changing, so an other team do it in illustrator.

I tried solidify modifier but part are missing (2)

I tried the displacement map (nodal), but it is not strong enough

I tried the displacement modifier but it is way too much heavy and the result is not sharpe at all

and now I'm running out of solution, any Idea o help ?


texts: Is there a Way to Align Camera to View and Fit the View?

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Pressing Ctrl Alt NumPad 0 causes the camera to teleport over and align itself to the current view in the 3D viewport.
However, it usually takes up only a small portion of the view, meaning that you have to move the camera back to fit the same view you had before. Is there a way to set the camera view to fill more of the 3D viewport when using this feature?


texts: I noticed when I render my low poly tree I get this weird shadows/almost unfinished rendering. The render looks all pixelated. What i'm I doing wrong, i'm a complete beginner. thanks! Also i'm using filmic blender.


texts: so I have an object that I have animated to fall onto a plane, and I want to have dust-like particles that are blown away from the impact like in a way that dust is. I don't know how I would achieve this effect, any help?


texts: How to get curve to twist with the hooked object?

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I have a curve using a "squared" circle as a bevel object to get a square-profile tube.
The two last control points of the curve are hooked to an object.
When I rotate that object around Y and Z axes, the "tube" follows nicely:

but around X axis the "tube" does not follow the object's rotation completely (it does not twist around X axis):

Is there a way to get the curve twist along all three axes together with the object it is hooked to?
There is an option to tilt curve control point (Curve -> Control Points -> Tilt) but that has to be done manually. Maybe somehow tying that tilt to the object ...?
I am open to all sorts of solutions as long as it allows moving and rotating the hooked object and the "tube" follows it.
Here is the file I used for the example screenshots:


texts:
So i'm creating a pond hopefully and just experimenting with nodes to get there before i actually add it to my scene.

Tutorial i was following used voronois and displacement maps but this was rendering v slowly and didn't quite get the look i was going for.
So i played around and went for something much simpler. To me this seems quite nice and renders quickly

However, as newbie i have a few questions.

At the moment it's a square, subdivided plane. WHats the best way of making it an irregular curvey natural-looking shape/plane? (like a splat shape)

Ideally, i would almost like it to have like a little depth to the surface. almost a transparent top.

ANy other suggestions on how to make the material more pond like?

THanks very much


texts:
so i was following the first steps in this tutorial: https://www.youtube.com/watch?v=D4T1cDJryOI

Basically you use a solidify modifier to create an outline around your mesh, however it is only working on the viewport when you have cull backfaces checked on display.

 but it does not work in the render, it stills render those backfaces.
I've tried using the node editor an the geometry backfacing utility along with a mixed shader.


texts: functioning of the geometry node- what does it do with the vector math

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mathematically cosθ|a||b| is the dot product of two vectors, but in blender what does the vector math node do both technically and intuitively?
. If possible could you also please explain the normalize, cross product and subtract operations, and how do these follow with the geometry node?


texts: How can I animate matrix transforms like rotation or scaling?

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Can transform matrix be animated with keyframes or do I have to do this manually? e.g. How could I animate this rotation? I know how to set keyframes on rotation, but i need/want to use transforms.
R = Matrix.Rotation(pi / 2, 4, 'X')

for ob in outer_collectionBig.all_objects:
    ob.data.transform(R)


texts:
While I was in edit mode I tried to extrude but accidentally pressed W instead of E and now I don't know how to turn this thing off.

It makes my cursor select everything inside the little circle, making it very hard for me to model something with many vertices.


texts: Missing threshold in the post processing section

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There is no threshold under the post processing title for my current working file. If I open a new file, threshold appears as in right picture. It seems that I've changed some settings but I couldn't find. What can be the reason of this situation?

Note: I think this is related to settings, not objects, because I took the screenshots for newly added object in both files.


texts: Lock X and Y axis of vertices in edit mode from python

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I using Blender to edit terrain files that are later exported and used in my game engine. Terrain files there are planes with a fixed number of vertices with consistent spacing between them. I want to somehow be able to lock editing of X and Y coordinates of objects with some certain property on the scene. Is that possible somehow?

I came up with the idea that having a way to somehow check the execution context of bpy.ops.transform.translate would help me, since it is the operator called with specific arguments, so I just could check if X and Y coordinates are zeros, or cancel the operator. Is there any way to hook or wrap this operator?

Or is there any other ways to achieve this goal?


texts: Blender app window BLANK after Windows 10 update

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Windows updated a few days ago

Version 10.0.17134 Build 17134

I noticed the Windows app "create password reset disc" opens, with no window.  I can see it in alt-tab, but when selecting it, nothing shows up.

Today I ran BLENDER, and only the window frame with title plus minimize, maximize, and close icons appears.  No contents appears in the window.

I did not see this in any other applications.  I explicitly tried other graphical applications:
 - Inkscape
 - Gimp
 - CURA (3D slicer)

I tried opening blender "as administrator" - did not help.

Thanks for any help


texts: Does increasing Blender's noise texture increase the quality of the rendered video?

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For example if (in the noise texture:Node editor) I increase the scale to 1000
and the detail to 20,000 will the quality of the rendered video increaase in quality or will it be neglible?


texts: Do plugins/APIs exist to edit blender-python-scripts in Intellij IDEA?

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I find the code editing environment on blender pretty stiff and it makes my development slower because I have to type every piece of code letter by letter so to say.
I was just wondering if it were possible to develop blender's scripts in Intellij before copying it down to blender's text-editor to run due to Intellij-idea's text-editor being better in terms of code formatting and commenting,  auto-code completion and suggestion,  variable/method-or-function documentation,  column-selection-mode e.t.c by installing a plugin or downloading an API in Intellij


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I am trying to create a material that looks like the red material in the image below, more specifically the displacement of the red material.

I have a node set up like this at the moment. I have tried mixing it with different textures, changing the mapping values and even using a displacement modifier and mixing with a Voronoi texture. However, the closest I seem to be able to get is the simple set up below, and that is nowhere near close.

I would appreciate any help improving it to get the desired output.


texts:
I have successfully tracked and applied 3D data to my short scene in Blender along with a small model that is tracking into the scene. When I render my scene out, the video footage is blown out and overly bright; almost white.

How can I prevent that?


texts: How can I stop my animation looping (Dope Sheet)

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Hello i'm new to Blender and animations,and I have no idea how can I stop my animation from looping infinitely...
Could someone tell me please how to stop it?


texts: im having lots of trouble replicating the thin and whispy smoke that comes out of a cigarette. nevermind the material but how do i do this? the particles arent compact enough which makes the smoke look to thick. ive tried tweaking with just about every setting but to no avail.


texts: How to control the angle and range of a light

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I am working on project where I am using an infrared light. I want to simulate my real scene on blender. I am using a Cycles Render engine. I want to choose a point light. It is possible to fix a level angle visual range (45 degrees in the real scene)? The viewing range (80meter in the real scene). Any explanation will be appreciated. I need to simulate this light:

Illuminating range: Standard 45Â°
Viewing range: 80m (outdoor)

I used the solution proposed in the create an array of lamps? to model the Infrared light mentioned above which has these properties:

Led quantity: 96 leds.
Wave length: 850nM.
Illuminating range: Standard 45Â° level angle visual range
Viewing range: 80m (outdoor).

The fisheye camera is installed in the ceiling in a room.

When we use the wave length node, the array of lamps does not emit a sufficient light!!


texts: I'm making an add-on that uses the websocket library from python. Is there a way to include it in the add-on .zip file? Or do I have to add it to the site packages folder in blenders included python folder?


texts: How to change Blender's default startup settings?

texts: How can I change Blender from the default cube/lamp/camera default setup? Also, is it possible to change other features, such as the default view direction (Top, Side, etc) or the Editor type (3D View, Node Editor, Graph Editor, etc)?


texts:
I've imported some svgs, converted them to meshes, and I'm trying to stamp-cut one using the other.
Essentially, I have two cookie cutter meshes (no thickness, but has depth) at the same location. I've z-rotated one of them a bit, left the other, and now I want the intersection of the two.
I tried the boolean modifier, but it says it can't complete the operation. I also tried mesh > faces > intersect, also didn't work.
Any help is appreciated.


texts: Error EXCEPTION ACCESS VIOLATION. Blender is crashing at startup, even though it's the latest version

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Blender is crashing at startup,  even though it's the latest version.
One of the solutions worked temporarily and then the problem came back. I tried to add something to Environmental Variables which actually worked just for a bit then on the next try to open Blender it crashed again. My video card is updated plus I tried running Blender through CMD and I tried running it as administrator. All FAILED.
The error on CMD shows is as follows:
Error EXCEPTION ACCESS VIOLATION
...


texts:
Newbie question. I would like to add personal items like diplomas or painting, where I need to capture info from my own photos. I'm just coming over to Blender from using Sketchup to model my apartment, and had problems with this for a couple reasons.

One, the photo does not produce a rectangular image of a rectangular physical object. I'm guessing there are free image processing tools, or add-ons that can be used to correct this. Is it recommended to do this inside or outside of Blender, and please recommend a free program or add-on for this. This is just a retirement hobby.

Two, the image is from a framed object with a glass cover and so contains reflections from when and where it was taken. How do I remove these effects so Blender can add back in new ones later from whatever lighting and directions are appropriate? And while I'm asking, is it better to model the underlying surface and add a glass object above, or just model the top of the glass, and teach it about the underlying subsurface by combining nodes somehow?


texts: I followed a tutorial and created this simplified model and rig. It's a piston (blue), rod (green) and flywheel (red) example with 2 armatures consisting both of 2 bones. It works almost. Problem is with the connection-joint between the piston (blue) and the rod (green). It doesn't keep the same rotation axis or the same location (I'm not sure which one), when I rotate the flywheel the axes are off. I need the piston and rod, to connect well, to have the same rotation axis. (Along global X). Note that it probably has to do with the BHelfer2 bone (AHelfer armature), it needs to stay at a certain Z and X position, but move only on the Y, I don't know how to achieve that. How to fix this?


texts: Image rendered with GPU shows less noise than CPU

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This is an issue (or feature?) I experience with the blender version 2.76b from the offical ubuntu 16.04 xenial xerus repository. I can't reproduce it with 2.78c or 2.76b build from the blender homepage.

This one is rendered with the xenial release. Almost no noise and fast render time.

This one is rendered with CPU and yields the same result as the same version build from the blender homepage. Both four times higher render time and much more noise.

Is all this maybe due to some specific build options? Because i'd really like to keep the first result even in future blender releases.

It gets even stranger when I decrease the samples from 60 to 10.
Xenial build GPU shows multiple sharp shadows around the object while the Xenial CPU and blender build CPU + GPU gets just noisier.

The file from the examples is unchanged between renders, you can try it yourself but the condition occured with every blend file I stumbled upon, therefore it shouldn't be file specific.

http://pasteall.org/blend/index.php?id=47018

Here another example

Thank you!


texts:
I found this documentation → How can Blender be augmented to display color critical and accurate results?
However, this is outdated and does not work now.
How can I use the 3D Luts extracted from the calibration profile with Flimic in 2.83?


texts: I have one long audio strip in the V.S.E. and I split it into multiple pieces using hard cut, SHIFT+K. Now I could delete the other strips and export one, and then make a new file, cut out the one I want, and so on and so forth and what have you. But as my run-on sentence describes, it would take to long. So how do I export a selected (audio) strip in the V.S.E.?


texts: Vortex with particle system without tornado effect for snowstorm scene

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I'm trying to make a snowstorm effect in Blender. I have a plane that is emitting plane particles (with a snowflake texture mapped to it). There is also a Empty with a Force physics enabled on it. The Empty is set to vortex.

However, when I bake bake the plane's physics, the particles either pull into the center far too much (like a tornado) or blow outwards. No matter how I adjust the settings, I can't make the particles swirl around a certain axis.

How can I accomplish this? And are there any alternatives to particle systems, vortexes, etc.?


texts: How can I use bpy as a module in an IDE?

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I am new to blender and python and need to get something done.  I want to use an IDE to help me along.  The inability of VS or PYCharm to be able to recognize bpy.types really is slowing me down.

Yes, there is a solution that include compiling (??) a Py Module (??) but I really don't understand it and it seems like its very advanced for a beginner.

Does anybody have the files I need?  Can anybody just make them?

Thanks for the answer.  I knew when I wrote this that the Module was not part of the official build.

LEt's see if I can state my case differently.  I've written code for decades yet I'm new to blender and python.  I've watched the videos and reviewed all the example code.  I'm ready to start by making small incremental changes to the examples.  First up is getting my dev environment working.  An IDE with code checking and code complete will cut my learning time by 90%.  Blender, Visual Studio or PyCharm. Go.  Then I run into a wall.

Code checking and code complete don't work.

After a day of research, I find that there's a workaround.  Compile as a module (??).  But this seems to be the most advanced process.  The instructions assume (and say) that you must have experience.  I don't.

It seems like at least a day, and the likelihood of success is low.

I don't believe my situation is unique.  If the goal is to encourage more use and development, solving this is in everybody's interest.

Is there somebody out there that can do this in a half hour?  Somebody experienced who knows exactly what to do?  Somebody with the dev environment ready to take this on and only needs to work a few minutes to accomplish this?

Could someone do this for the current build and post it?  Newbies like me will appreciate it.


texts: How to make curved (bent) rectangle, and add material?

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This question has two parts.

• First – I'd like to know how to make a rectangle with a curve on it. Don't misunderstand me, I DON'T need to know how to make a rectangle with rounded curves. I want the actual rectangle to be curved. See the screenshot below.

• Second – Once I get that rounded rectangle, I'm having problems with making a material go along the curve. Again, this will be explained throughout my question.

Here is a mockup of what I want.

The Curve.

As you can see in this image, I have a rectangle curved along the top/bottom faces. Its corners are not rounded (meaning they look sharp), but the rest of it is smooth. It doesn't look like a bunch of small rectangles (like it would if I merely subdivided it), it looks like a rounded rectangle. A curved rectangle.

The Appearance.

Also shown in the above image, the corners are colored black. The mass-majority of each of the faces is a grey color, but the edges are black. I would think it's a simple task, but I'm still beginner at Blender.

What I Have Tried.

I have already tried making a curved rectangle, but I'm having problems making it look smooth like I explained above. Applying a "Smooth Shading" makes the curve look smooth, but the edges aren't sharp like a normal rectangle. I have tried applying a Bézier Curve, but that is a little complicated for my limited experience. All the tutorials I can find are either irrelevant or unhelpful.

As far as the material, I am completely stumped here. I can't draw it on, because it turns out looking horrible. I don't know how to work the "UV Editing" window. I have looked for tutorials, but they are again unhelpful.

What Do I Need?

I would appreciate a full-length description. Maybe add in some screenshots (gifs would be amazing!). OR, I would also appreciate some links to tutorials that would help me. Like I already said multiple times, I can't find very much on Youtube. Some help would be appreciated.

Thanks for any tips you can give me! If my question needs revising, please let me know so that I can fix it!! I absolutely need some answers here.


texts: Moving the 3D cursor while in Blender 2.8's Grease Pencil Draw Mode

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Does anyone know if it's possible to move the 3D cursor when you're in the Draw Mode of Blender 2.8?

I'd like to be able to draw and move the 3D cursor to change where the drawing is done in depth, using the 3D cursor to determine that.


texts:
As shown in the picture,
I have a plane, and would like to set it transparent,
while remaining the shadow for the cube.
I want to do this for video motion tracking.
How can I do this?

Thanks!!


texts: How do I texture wood so it looks like rough bark? I would like to imitate this texture:


texts: I'm on an older mac and am running into an issue trying to open Blender RC2. I have iOS 10.11.6. I downloaded Blender and when opening I get a lot of pastel color gradients over most of the UI. Anyone else run into this issue? Some Google-ing didn't turn up anything. Thanks!


texts: Excessive refraction at glancing angles with glass and/or fresnel nodes?

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Making physically-based glass without weird hacks seems really hard with cycles. Does anybody have any tips they could share with me to solve this issue? I have read every single thread available on this topic, but unfortunately nothing seems to quite work.
I keep running into problems with too much refraction at glancing angles where there SHOULD be more reflection. I understand that some refraction is physically accurate and that, at certain angles, there will even be total internal refraction, but this amount of refraction seems excessive for this angle. Please see the images below.

What I've tried so far:
(1) increased glossy and transmission light bounces to 64
(2) used light path node and math node with a mix shader to swap to a transparent shader after 20 refractions, but this seems like a cheat and I'd prefer not to use it, though it does work
(3) added a rim to the cup which surprisingly helped a lot with the excessive refractions
(4) added an edge split modifier (didn't work)
(5) changed lighting and environment (by blasting the scene with unrealistic amounts of light from all angles, the refractions start to disappear, but that's sort of a workaround)
(6) recalculated normals
If you've read this far down, I really appreciate any help that you can provide! :)


texts: Set x-ray of two objects inside another object

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I have a mesh 'Suzanne' parented to an armature 'Armature'. Both are located inside another mesh 'Cube'. I want both 'Suzanne' and it's armature 'Armature' to be visible in the 3D view through 'Cube'. I tried setting the x-ray of 'Suzanne' and it's armature 'Armature' to True in Python, but then 'Suzanne'only appears through 'Cube'. I wonder how I can make both 'Suzanne' and it's armature 'Armature' appear through 'Cube'.

The .blend file can be found here in this Link


texts: Blender -Bones rotating arround origin when exported animation

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I have a problem:
I can record skeletal animations normally using blender.
However when I export the collada file, I see that all my rotations are now performed arround the origing, and no longer arroud each bone own's axis.
So as a result, the animations are all wrong.
How to I keep the correct rotations when exporting a collada file.


texts: Set Render/Camera resolution to Render Border coordinates

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I have been thinking about this for a long time. I decided that I would try finding a workaround or jump on the python train. But unfortunately I still don't have solution and I am at my wit's end. Here's what I could gather:-

  Setting border render coordinates using python:-

bpy.ops.view3d.render_border(xmin=188, xmax=423, ymin=271, ymax=489)

  Setting Render/Camera resolution using python:-

for scene in bpy.data.scenes:
  scene.render.resolution_x = 1920
  scene.render.resolution_y = 1080

My main objective is to match the camera/render resolution to the Border render coordinates so that the camera fits to the drawn render border. I want to do this mainly because it's easier and saves a lot of time than manually adjusting the resolution and the location of the camera.

Question

  How do fit the camera/resolution size to the render border through python ?


texts: New 2.9 Feature: Correct Face Attribute (checkbox) not available in Options Drop-down

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Now that I'm using Blender 2.9, I've been excited about using the Correct Face Attributes checkbox, which will allow me to resize my mesh and have the texture naturally extend (rather than be stretched).
However, when I click on the Options drop-down, I see only the normal Transform checkboxes (Origins, Locations, Parents). But no other options such as when I'm seeing in all these YT vids where people illustrate it.
Is there some new addon that I must activate to add this functionality?
Thanks.


texts: This is very annoying. I need to delete an action I keep hitting x and clear animation data and all that, won't leave! I have quit and reopened, there is no 0 next to the name.


texts: How do I simulate "filling water" in Game Engine

texts:
I'd like to make a mini game where the player would have a water tank being filled and it has an outflow where he controls. He will be able of increase or decrease the amount of water coming out of the tank. How can I do it?
I'm new in Blender and I made a water simulation of this tank being filled as animation, but I couldn't apply this to the game engine.
If you, guys, could give me a light, I'll be thankful.


texts: UV/Image Editor - renders both cameras... depending. Is this normal behaviour?

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While trying to figure out why my glass texture was not right I discovered an unexpected behaviour. Ref image:

I have two cameras in the scene - 1 active and 1 other.
Depending on where my cursor/pointer is when I hit the render key (F12) I get different results, which are:

A. Cursor over top window = render result as image above. Active camera.

B. Cursor over either bottom window = render image from inactive camera....

Is this normal behaviour and therefore I'm missing something about the UV/Image Editor window that I should be looking into?

Blender 2.76

Note (edit): when I first entered the UV/Image Editor window, the other camera was the active one....


texts:
Afternoon, pardon my noob question but I've only started learning in the last few days.
I'm looking to roll the edge of this around neatly
[
So they're neatly curved, but not as in the bevel tool which rolls them in. Maintain the up and down sides but making them circular.

I'm working on the headlights here.

Tried the 'spin' tool but I think I lack the skills at the moment to get it to work right. Suggestions and some steps would be really appreciated! :)
Thanks so much.


texts:
is it possible in blender to lock relative positions of bones for a number of frames and during these frames animated the armature as a static object? For example, beginning of animation move around individual bones using bone constraints etc, to  get to a specific pose, and then once in that pose, have the character freeze that pose and then move/rotate the 'frozen' character around without the armature deforming (thus altering the pose?) This would be extremely helpful if possible.

Another way to ask this question, getting more to the purpose of the question: can you rotate an animated armature independently of its constraints? This would allow the constraints to function for the purpose of correctly animating the model's individual parts, but simultaneously rotate the model as if the animation of its parts was a separate entity from the model's rotation as a whole. As if the model's animation was set in stone so you had this animation and now you want to rotate the animation while its playing.

I already tried parenting the armature object to another object and rotating the parent while the armature's animation is playing - however, this altered the poses greatly.


texts: How to import a rig and animation from maya?

texts:
Whenever I export the file from maya to fbx and import into blender, the rig changes and the animation it doesn't work like it should.

I tried exporting to a dae and importing into blender, but there's nothing. No mesh or anything.

Here's the maya file.


texts: How can I make a good looking candle flame effect to be used in Unreal Engine 4

texts: Pretty much the title. I want to have a candle effect I can use in unreal engine 4 that I can stick onto this candle mesh I've made. What would the best way to do it be?:


texts: Can you download a version of blender and still have access to the previous version

texts: I am considering downloading the blender 2.8 beta but I had a question first. One, can you still access blender 2.79 with the beta downloaded, and if so how? I don't want to download it, have it crash a bunch and not be able to go back to 2.79.


texts: Action not applying fully when importing model to Three.js

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I have a simple character that I have rigged with an armature and created a Walk animation. I am very much in the learning-phase of how to do this.

I have exported the scene as a glTF so I can import into Three.js. However, when I do so, the Walk animation only appears to apply to some of the bones.

I have imported the model into glTF Viewer where I see the same issue. This suggests the problem is somewhere on my blender model and/or how I'm exporting it.

Here is how the walk cycle appears in Blender. Animated gif: http://g.recordit.co/iTbXdeNprB.gif

Here is how the model appears in glTF Viewer. The arms-out-wide is the armature's default pose. Animated gif: http://g.recordit.co/sgaKQBFXqc.gif

I am hoping someone can point to the obvious mistake I've made. I have used the default options in the glTF exporter - I can't see anything obvious in there.


texts:
I'm new to Blender, but I come from SketchUp. I would like to extend a stair a little bit to match other geometry, but I'm really struggling to get it done. The bottom of the stair is already fitted with snap tool. Now I would like to deform the top, so it matches the rest of the geometry. Is it possible?

As I come from SketchUp, I'm used to use the scale tool and simply pull the geometry as I show down in a test I made to illustrate it (please, forgive it's done in SketchUp, but I need it just to illustrate what I'm trying to achieve as I can't do it in Blender).

As you can see in my example, all the steps are deformed, but they stay proportional. Can I do something similar with Blender or am I doing something wrong here?


texts: Rotate object on local axis using a slider

texts:
I have an object already rotated on X,Y axis and I'm trying to find a solution to use the value of a slider to rotate this object on it's 'Z' local axis.

I've made an little script to explain my problem. You will have the create a new scene, rotate the default cube using RR on all axis, then use the script :

import bpy
from bpy.props import FloatProperty
from mathutils import Vector, Matrix, Quaternion, Euler
from math import degrees, radians

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

        obj = context.object

        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()
        row.prop(obj, "name")

        row = layout.row()
        row.prop(context.window_manager, "rotate")

def get_rotation(self):
    try:
        rotate = self["rotate"]
        #-- Here, the cube is always spinning...
        #obj = bpy.context.object
        #obj.matrix_world *= Matrix.Rotation(radians(self["rotate"]), 4, 'Z')
    except KeyError:
        self["rotate"] = 0
    return self["rotate"]

def set_rotation(self, value):
    self["rotate"] = value
    #-- Here, it's working at the beginning, but fail when going toward 0.
    obj = bpy.context.object
    obj.matrix_world *= Matrix.Rotation(radians(self["rotate"]), 4, 'Z')

def update_rotation(self, context):
    pass
    #-- Here, it's working at the beginning, but fail when going toward 0.
    #obj = bpy.context.object
    #obj.matrix_world *= Matrix.Rotation(radians(self["rotate"]), 4, 'Z')

def register():
    bpy.types.WindowManager.rotate = FloatProperty(name="Rotation", description="Rotate object.",
                                                    get=get_rotation, set=set_rotation,
                                                    update=update_rotation)
    bpy.utils.register_class(HelloWorldPanel)

def unregister():
    del bpy.types.WindowManager.rotate
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    register()

As you can see, when using the script, the value of the slider will be add to the rotation, instead I would like the rotation to match the value of the slider. I've tried with an update and the getter/setter, but i failed to find a solution. I don't know if it's possible without an operator. thanks a lot for your help.


texts:
I was playing with measuring tools a couple weeks ago and came back to my project and I forgot how I created a measurement marker on a blender object. The unknown measurement is shown in the accompanying diagram at 1.96295mm in Edit & Object mode.

The blue measurements are from the MeasureIt tool.
The black measurement text of 1.96 is when I enabled edge length in the viewport overlay.

So my question is how did I create that 1.96295mm dark highlighted measurement.


texts:
I want to generate a grid of Objects based on an Image Texture.

I want to read the pixel data from an image
I want to generate an Object for every pixel (e.g. a plane) and colorize the object based on the pixel color

I want to use one single material for all objects and only change its color value.

Is this possible with python? Or is there another way?
How can I store color data in an object?

The Final Look should be something like this:

My code so far...

import bpy

cubeSize = 0.5

image = bpy.data.images["vangogh.jpg"]
width = image.size[0]
height = image.size[1]

for x in range(width):
    for y in range(height):
        plane = bpy.ops.mesh.primitive_plane_add(size=cubeSize, location=(x*cubeSize, y*cubeSize, 0.0))

        index = x + y * width

        r = image.pixels[index]
        g = image.pixels[index+1]
        b = image.pixels[index+2]


texts: I am trying to use the Blender cycles standalone plugin with the xna app to render scene. But I am stuck as I don't know the structure of the camera matrix. In xna view matrix structure is this . Can somebody explain the same for  Blender?


texts: Is it possible to export animation cache data from Maya and apply it to a look dev mesh in Blender?

texts:
I'm currently setting up a pipeline at my company where our animators are animating our characters in Maya, and we want to use the powerful Toon Shader for Eevee in Blender to texture the look dev models of our characters. So ideally, the animation for a character would be cached out of Maya, and that cache data would then be applied to a look dev version of that same character in Blender. Then final renders would be done with Eevee and sent to compositing.

I'm use to keeping this whole process within Maya, usually using a geocache to transfer animation from a character's animation scene to their final look dev render scene. But going from Maya to Blender has been difficult.

It doesn't look like there are any native cache data sets that can be exported from an animated mesh in Maya to an identical mesh in Blender. Alembic seems to bring in the character's geo with the animation, but the scale is off and I have no way of applying the toon shaders to this model. And it looks like there's an 'add modifier' option for my look dev character, but it only takes 'MDD' or 'PC2' point caches. I can't get either of these cache data codes out of Maya, but I'm not sure if there are plugins that could help with that?

We would really love to integrate Blender into our pipeline, so any advice would be greatly appreciated from the community!

Also if it helps, our current setup is getting a 3D model of our character from artists that made said model in blender, then bringing the FBX into Maya to rig and animate. That same model from the artist in blender is what is being used for the look dev file and getting the shaders/lighting applied.


texts: Is there a timeout/max capacity in blender's phyton scripts?

texts:
I can't figure out if there's something wrong with blender or my script. So far I have this little code, which does its job if the file which is parsing is not SO big:

import bpy
fh = open('coordinates.txt')

for line in fh:
    coo = line.split()
    x = float(coo[0])
    y = float(coo[1])
    z = float(coo[2])
    bpy.ops.mesh.primitive_cube_add(location=(x, y, z))
    bpy.ops.transform.resize(value=(1, 1, 1))

When I try coordinates.txt with few lines, it works and it creates the cubes, but when I do it with its original size of around 215000 lines, Blender stops responding and it stays like that forever.

Has anyone any idea of what I can do to avoid it? (Reducing the file's lines is not an option )

Btw, coordinates.txt has this format

335.0091 2433.163 -126.9688
351.7849 2352.089 -126.9688
-493 -808 128.5834
-1076 -843 132.8153
160.123 2369.68 -126.9688
-760.663 -836.174 132.07
182.9523 2438.389 -126.9688
-332 -754 88.59317
259.0002 2480.136 -126.9688
-857.507 -738.361 130.3733
338.3209 2430.226 -126.9688
353.1722 2349.083 -126.9688
-493 -808 128.5834
-1076 -843 132.8153


texts: Object not appearing the render, but is appearing in viewport render

texts:
Sorry in advance if this is a duplicate, but I have read anything I can find with "Object missing in render".

I am doing the updated blender 2.8 doughnut tutorial.

My Icing for my Doughnut is missing in action.

My icing appears just fine in the viewport, including in render mode.

However if I do an actual render:

It does not seem to be disabled, these are the setting I have already checked and they all seem to make sence.


texts: UV transformations in UV Editor are not updating in the 3D Viewport

texts:
I UV unwrapped an object in my scene, then scale transformed the UV islands to make the faces proportionally similar to how they look on the object. However, I noticed none of the changes I make in the UV Editor are reflected in my 3D Viewport. As you can see in the image below, the scale of the texture in the 3D Viewport is vastly different between the faces despite the scale of the UV islands in the UV Editor. The scale is off in rendered view as well. Any idea how I would apply the changes I made to the object's UVs to the object?
I've tried applying the solutions that were on threads for similar problems by adding a Texture Coordinate and Mapping Node, and making sure I have the right UV Map set to render in the Object Data Properties, but neither of those solutions seemed to work for me.


texts: Cycles & Blender Render for God Beams / Crepuscular Rays / Sun Beams

texts:
I'm having trouble getting the actual beam of light to show in the render of my image. What I want to do is create an image that looks like this:

However, In blender render I am unable to get the walls to show any color:

And with Cycles render the walls and other objects become clear but there are no lines of the sunbeam:

I have been attempting to follow other guides such as:
Creating volumetric lighting (crepuscular rays) in Cycles
How to make sunbeams in blender?
Correct way to render crepuscular rays in cycles?
Correct way to render crepuscular rays in cycles?
To no avail. Even using Compositing nodes seems to have little effect. Does anyone have any tips or notice any flaws in the blender file I'm working on? Thanks for any help you can provide!

Blender file:


texts:
I imported an animated rig from a kinect motion software program to blender.
When I connect my mesh to the armature "with automatic weights" and play it the character is twisted around and not right. vertex groups were not assigned right so I manually assigned them but where bones bend they are not right.
Tried disconnecting the bones and reconnecting them but still did not work. What would be the correct way of doing this? Thanks


texts: Is there a way to use the terminal to check if a mesh is watertight?

texts:
Is there a way to use the terminal to check if a mesh is water tight?
I want to do something like:

if my_mesh_obj.water_tight == True:
    print('It is water tight')
else:
    print('It is not water tight')


texts:
I can't seems to bake my sim? I setup a smoke domain to make an explosion in but the bake button is gone. Have I done something wrong or is it because I'm running blender through Rosetta 2?
Any help is greatly appreciated


texts: How do I achieve the traditional 3/4 perspective of JRPGs using the camera?

texts:
first a bit of background.  I am primarily a pixel artist, and I tend to work in the 3/4 perspective usually seen in old SNES-era games, like so:

That's something I pixeled up.  Now, I'm trying to achieve a similar effect in Blender, to create a pseudo-3d/pseudo-2D pre-rendered look.  I could just do it all with traditional 2D tiles, but going the 3D route saves me time when having to reorient stuff for combat-sequences in an isometric projection (think similar to the Breath of Fire series).

When doing that pseudo-isometric view, it works fine.  What I want to know though, is how to achieve the 3/4 perspective view in the first image.  Right now, I can achieve something like this:

In that, I'm using assets I pixeled up previously, textured onto simple geometries.  I've set the camera to orthographic with a scale of 16.  The X/Y/Z rotations are 45/0/0.  My problem though is that the tiles are turning out rectangular and not perfect squares.  In the pixel art, the front of the cabinet is exactly two tiles across and two tiles high.  The top of the cabinet is exactly two tiles wide and one tile high.  In the render though, it's not lining up perfectly.

Is there a way to set up the camera (or something else, perhaps) to get the perfect squares that I'm looking for?

Thanks in advance for any help, it's most appreciated.


texts: How to display various info text in viewport

texts:
How to display various and custom info text in viewport with script and clean with another script and /or shortcut in blender 2.8+(im using 2.9).
SCRIPT FOR DISPLAY
import bpy
import blf

class DrawingClass:
    def __init__(self, context, prop):
        self.prop = prop
        self.handle = bpy.types.SpaceView3D.draw_handler_add(
                   self.draw_text_callback,(context,),
                   'WINDOW', 'POST_PIXEL')

    def draw_text_callback(self, context):
        font_id = 0  # XXX, need to find out how best to get this.

        # draw some text
        blf.position(font_id, 15, 50, 0)
        blf.size(font_id, 20, 72)
        blf.draw(font_id, "%s %s" % (context.scene.name, self.prop))

    def remove_handle(self):
         bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')

context = bpy.context
dns = bpy.app.driver_namespace
dns["dc"] = DrawingClass(context, "Draw This On Screen")

SCRIPT FOR CANCEL TEXT DRAW
import bpy
dns = bpy.app.driver_namespace
dc = dns.get("dc")
dc.remove_handle()


texts: Rigid body objects converted to mesh from a particle system don't get simulated

texts:
I have created 100 cube meshes from a Particle emitter using Ctrl+Shift+A.
Then I have hidden the emitter.

However, when I try to play the animation, the new objects don't follow the Physics.
By the way, all the generated objects have rigid body properties.
So what am I missing here?

Attached the original blender file: link from Google Drive


texts: Transforming a vertex moves other vertices

texts:
Hi I'm new to blender and am trying to model a character. In the tutorial I'm following each vertex moves independently. For example, when moving one vertex only that vertex moves, whereas for me it's moving the other vertices, which is making it harder for me to build a basic model the way it should be.

This is how it works in the tutorial:

And this is what it's doing for me:

Rather than distorting the area it's moving the whole section. I've searched with all the possible questions I can think of but can't find anything, which solves this problem. How can I fix this?


texts: Grease Pencil in Blender 2.9 - cannot select vertexes anymore?

texts:
I have just updated to Blender 2.9 and, when editing a Grease Pencil object, I cannot select individual vertexes like before anymore, only the whole stroke.
Is there a new option I have to enable ?
Thanks !


texts: Is there a way to see a mesh through another mesh without it being transparent?

texts: I don't mean like glass either just as simple as it sounds a mesh through a mesh basically ignoring physics.


texts: I would like to create a look for my model that is similar to the material of models in Blender "object"/"sculpt" mode.  I have tried using Glossy and Diffuse nodes to make "plastic" and "rubber" (according to online tutorials) but it ends up looking wrong; I want it to have a sort of rubber-putty 'sheen' rather than a plastic 'shine', if that makes any sense.  I am new to this, so there may be something obvious that I am missing.  Perhaps it is a matter of proper lighting, I am not sure.  Thank you for help!


texts: Blender Cycles shows object in viewport render but not in final render

texts:
I'm following a really great forest tutorial.
This is a picture of my render in the viewport. In the bottom left and right corners you can make out a little dirt texture that I've added onto the ground.

Here is the image in the final render.

In the bottom left and right corners you can see a transparency texture which means that Cycles is not rendering my ground object. The object is enabled for rendering in the outliner.

It is also checked for "show in renders" in the object properties panel

As always, help is greatly appreciated and thank you for reading my post.
Here is the blend file.


texts: what does pink mean when I try to append a material?

texts: I am trying to append a material onto a new file. the first time i tried it the icon showed the dirt look i wanted but the object was hot pink. the second time, the material morphed into a hot pink 'guy'-- what does that mean?


texts: rigged character fbx from Blender not working with mixamo

texts: So, I found a character rigged and I changed some details in it's mesh, then I exported an fbx file in order to use mixamo to animate it, and i got this in result in mixamo an orientation problem or something I tried to change the upward axis and same problem. Please I need help


texts: How to make a stair railing like this one?

texts:
I'm new to blender, I only used Maya some years ago...

I'm trying to make the stair in the picture but I don't know how to do the railing. I know I have to use a curve and then extrude a circle in it but how to?

Thanks.


texts: I am creating a UV wrap around my doughnut, I go to the shading section to add nodes to create a texture to the doughnut. After I link the noise texture, image texture, texture coordinate and displacement the doughnut turns purple. I have tried finding the missing files, made sure I was in cycles, adding the image to another file, and re-linking all of the nodes and nothing has worked so far. Any help would be much appreciated.


texts: Little shadowed squares at render with cycles

texts:
I haven't got a clue as how to define my problem in the title so let me explain better here:

I have got an object, that I have smoothed in object mode as well as in edit mode, I have put two lights on either side, but when I try and render it with cycles, I get something that looks like aliasing, that is to say that some faces which are in transition between shadow and light remain in shadow and there's a sharp cut between shadow and light at the top.

I have tried increasing the samples, and yet nothing changes, and that squarred shadow appears when I try to make a combined baking :(

Can someone help me?

Thank you very much


texts: How to put if condition for empty material index

texts:
I need to have access to the active material and its nodes (if they exist), so I wrote this script that has a problem, when the object has no materials, when the object does not exist, and of course if the object is 'MESH' type

import bpy

ob = bpy.context.active_object
index = ob.active_material_index
mat = ob.material_slots[index].material
nodes = mat.node_tree.nodes
my_node = nodes.get("My node name")

if my_node:
    print("My node is inside!")
else:
    print("My node not inside!")

work only if object is not none, object is 'MESH' type and If inside have slot material.
else rightly give me that error:

IndexError: bpy_prop_collection[index]: index 0 out of range, size 0

I can't figure out how to assign variables in an if statement, because I know that in python you can't (I think)


texts:
I am modelling a large building and want two objects align at the top and bottom.
I have tried scaling but this is a very cumbersome process and in the end the objects are never 100% aligned at the top and bottom. So how to align  those two objects at the same top and bottom position ?


texts: Blender 2.83.5 - disable right click -> move

texts:
I just installed 2.83.5 and I am setting things up
I just cannot find where to disable 'right-click' -> moves object
I don't want objects to be move when I select them with the right button
thanks


texts: Baking every object with physics by script

texts:
I am trying to create a set of scripts with bpy that render a project automatically from the console command line, and I have created them.
But before rendering, I want it to actually bake everything that has some physics that need baking. So basically the user executes the script, and it does the process needed to bake all objects with physics that need baking  automatically.
But I am kind of in a dead end now, since I don't really know how to approach this.
Maybe you guys can show me some light here.


texts:
my problem is the following: I have a 3D scan's output with color (texture) in some image file. I import this into Blender and I can see the various colors on the model. Going into the material tab, I can select the texture and see the image file pop up.

Now I would like to erase / delete part of the texture. Say there is both orange and green in my scan. I would like to only have the orange appear. Since I am pretty new to this, I tried opening the texture image file into a simple image editor and blacken the areas I did not want. Then I re-imported the 3D model with the updated image file, and I can see the changes in the viewport, but unfortunately all of the model's vertices are still considered part of the texture.

What I want is to edit the image file (or do whatever else it takes) so as to end up with some of the vertices no longer being associated with the texture image file. Is that possible at all, and if so, how ?

Any input on this porblem would be highly appreciated. If you need any further information please let me know.

Thank you very much in advance for considering my question,

Gustavo

Edit: this was part of a bigger aim and, ultimately, I have managed to achieve what I wanted. I do not think this question is relevant anymore to me.


texts: Gap between objects created using array modifier objects

texts:
I was following an online course to learn blender on Udemy. I was using array modifier to create an array of objects using array modifier. The relative offset is set to (0,0,1), and I was expecting objects to be right next to each other without any gaps. Whereas I get something like this:

I could get rid of the gap by decreasing relative offset value along z. But I wanted to understand what's giving me this gap, while the online course used the same relative offset and had no gaps.

Details of a single object: it is made up of 4 cylinders with a non-default property "Nothing".

[Edited] Screenshot from the video that I am following:

You can see no gap between two objects. I see that we used same settings.


texts:
Edit: Thank you @Gorgious, scaling the points to the 2D cursor worked. I hope blender updates Constrain to image bounds to work properly with UDIM tiles.

I'm trying to set the y-coordinate of a bunch of vertices to 0. (Some of my vertices are less than 0 and it causes issues in external software.) I select the vertices, and set all their y-coordinates to 0. I should not have to worry about floating point inaccuracy since 0 has a perfect representation. Yet entering 0 as the y-coordinate does not set them all to 0, most are a bit above or below.
If I try to set them one by one, the first one gets set to 0 properly, but then setting the adjacent one to 0 messes up the previous one again. What on earth is going on? Attached a picture of my UV layout and the vertices I'm trying to set.


texts: How can I bake f-curve using python for the active object?


texts: 2.83: how to join cylinders and hollow out the junction

texts:
I want to create sewer pipes where a player can walk inside on a 3D game. Then I'm trying to make them by multiple cylinders like this.

Now I have two problems. First, I don't know how to cut A's edge.

The other is how to cut B's side  faces.

I tried to do that by boolean modifier, but it didn't work. So will anyone tell me how to do that? Thanks.


texts: Unwrap mesh to plane while maintaining quad dimensions and angles

texts:
I am designing a yacht in Blender to construct in plywood. This means that the shapes I create need to be cut from flat stock and bent into shape. There is (expensive) ship design software that can develop the plates from a 3d model. So it can be done. I just can't figure a way to do it in Blender.

What is essential is that the quads not get distorted in any way during the process. Mesh --> cleanup --> Flatten; Loop tools-->Flatten both distort the quads.

I've attempted it manually by triangulating the quads, using normal orientations, calculating angles to rotate etc. etc. I've even tried softbody with max stiffness as well as scanned all the responses to related questions here and elsewhere. I'm enjoying this greatly as an exercise in exploring Blender's capabilities as a marine cad tool, but it's time I called for a little help.


texts: Is there a way to "pin" a vertex to a tracking point?

texts:
I am looking for a way to pin a vertex to a tracking point.

I tried using hooks but it seems that the vertex moves relatively to its original position by a vector equal to the location of the empty instead of matching the global coordinates of the empty.


texts: Well … I join two meshes into one, but the borders are not smooth, how can I make an soft transition for the borders?


texts: Unexpected size for script generated mesh

texts:
I'm using a script to generate a mesh:
https://gist.github.com/dwatrous/efa2ea82fc2269e59afa182bf5ced0df
I have my scene units set at millimeters with a scale factor of 1

For some reason, when I run my script, it produces a mesh that's about a 1000 times larger, so I have to scale it by 0.001 in order to have it be the expected size. However, even then, the size still isn't right and the resulting mesh isn't the exact size I intend from the script.

Is there some way in the script to have it produce a mesh of the expected size?


texts: Should I wait when Blender isn't responding?

texts:
By error I placed the angle of the smart uv unwrap to 1 and now Blender is not responding. I guess it calculates the uv. The problem is that I have a lot of unsaved changes on the mesh.

Should I wait it to come back to life or is there no point? Are there any possible solutions to save my unsaved data?


texts: Rigid Body Object Jumps back when keyframing "animation" off

texts: I am trying to get a box to float into the air, fly in a direction and then midair activate physics so that it flies off and falls to the ground without me having to animate that. I tried keyframing the "animate" toggle so that it turns off, but when I do this, the box jumps back to its starting position, instead of continuing from where the animation left off. How do I enable physics mid-animation?


texts:
I know that this has been asked before, but the answers that others have received did not help me much.  When creating objects through Python, using bpy.ops.mesh.primitive_cube_add() there is an exponential slowdown when looping the creation of objects.  My script that I am writing takes an image and creates a grid of cubes based on every pixel.  It also assigns a material to each cube based on each pixel's color.  When running it on a 32x32 image, it is very fast (about 1 second).  When running it on a 100x100 image, the script gets slower and slower as it runs.  I also have learned that using a low-level method to create my cubes I won't experience the slowdown.  I changed my code to a low-level method, and the speeds are much faster, but I still experience the slowdown.

copy = ob.copy()
copy.data = ob.data.copy()
copy.data.materials.append(material)
copy.location.x = x - 1
copy.location.y = y - 1
copy.location.z = 1
bpy.context.scene.objects.link(copy)

Here is my current code for creating cubes.  My full addon can be accessed here: https://gist.github.com/MrSprite/ff7fda1ec4bf6850d357

Is there a faster/better way of doing this?  Because I would really like to be able to create 100,000+ cubes without waiting hours.

Thanks.


texts: How to make an object move on a Mobius strip?

texts:
I have Mobius strip and a sphere. I want the sphere to move on the strips surface, like on a path. How can I do this?

I've tried drawing curves, but I can't create the whole path at once and I've tried joining drawed pieces but the sphere moves just on the first drawed curve. I've tried joining two circles but also the sphere goes just on one of them. There is a way to create a mobius nod directly but it doesn't match the shape and I can't make it match. Can I somehow draw the path by code?
I'm very new to this so if there's an easier way I would appreciate it.

Tryed making edges the path, didn't work.


texts: Rigid body animation plays fine in viewport, but once rendered the object behaves differently

texts:
I've never struggled so much with a file/animation.
The rope just falls through the cylinder when animating. Why is this?
Eevee does the same thing.
Hoe can I send the file to someone to please assist?
I also need the rope to continue wrapping, and extend past 250 frames.
Below is the link to the file:

[


texts:
How do you extrude the top face of an oval circle (flower petal) that it evenly bugles/concave?
I attached a picture of what I tried to model:

I used a bezier tool to form the shape of the petal and convert it to a mesh. The top face is triangular. I also tried the sculpt pull tool but it looks terrible?

Can anyone please give me advice, how to create even square polygons on the top face and extrude evenly?


texts: Parent NORMAL to Control XYZ Axis of Instances

texts:
I have a basic and simple question:
How do AN get copy instances to point to follow the normal of original mesh / surface?

Would that involve BVH or KDTree? OR Is there also a way that is more Mathematical?

I did it using Sverchok at some point, maybe by accident:

This part below:

TRICK: Outward Vertex Normal => Adaptive Polygons
I learned this trick from Houdini TD Spencer Lueder not long ago. To get Vector of Points that goes outward, just subtract vector to itself.

In Sverchok, just use Vector Math to add or subtract to get outward vector.

So, I think Instances can be:
- On Point > Need Point Normal?
- On Poly Face > Need Face Center and pointing to follow normal?
- Scattered Instances across mesh... now for these, probably need a more clever way to "direct" the instance to follow the normal of mesh.

I saw Jacques template example on Instances along Curve and the Direction x Rotation happening there is nice.

Is there already a way to "copy attribute" based on distance? I am sure it will be involving BVH. And jump from here, I am wondering if in the future you will implement a way to "Paint" Attribute on Point?

My Wishlist:
- Attribute Transfer
- Visualizing stuffs like Normal, Point Number

Thanks!


texts: Can I use code in Cycles Mode that will run my human baby AI?

texts:
I'm creating a real learning human baby in Blender Cycles. To create the "brain" or "AI" I must of course use code. But, can I run code in Cycles mode? I don't want to be in BGE mode. P.S. I don't need interactivity.

For example I'll need the code to move armatures, get numbers from a accelo-meter in the baby and use the numbers in the code, etc.


texts:
actually I making some extraobjects, and I want to add the feature "align object to view"
but I don't know how..

I check the Align object to view with Python but I don't understand how apply in my task

here the addon working:  http://pastebin.com/eW0Vu2EQ

thanks for any help


texts:
New to Blender, and the documentation for bpy is throwing me for a few loops. I got a setup in the compositing layer working for my desired goal as shown:

This renders an image and a color-coded mask for each of the three unique pass_index marked objects (below), and am trying to automate this through a bpy script as there are many variations I'll need to render.

Each object can be given a pass index in bpy via e.g. bpy.data.objects['foo'].pass_index = bar, but I'm having trouble figuring out how to separate each layer(?) via pass index as the compositing nodes do. Simple camera manipulations and the like are straightforward (I have a script that can import the stl, setup camera/lighting as required, and produce images like the left one above), but I'm lacking the terminology to search the right question or understand the documentation- and recent changes between 2.7x and 2.8x make a number of older guides very difficult to understand...
Related would be the steps of adding a color and recombining to form a single image as shown in the compositing layer, but small steps first. Any help would be appreciated, thank you!


texts: How do I make objects collide with text?

texts: I'm a beginner in Blender, and I'm making an animation where an animated piece of text collides with balls in its path, causing them to roll.  I was just wondering if there was some way to tackle this with some kind of physics simulation.


texts: Why is my cycles render generating these weird lighting glitches?

texts:
https://youtu.be/CcjH_KlFI3A

Why is my rendering generating these weird flares and flashes?

I watched it render this and it literally rendered each frame perfectly 100% and then somehow glitched out at the very end and put the flares/glitches over the frame!

Any insight into what's going on and how I can fix it would be greatly appreciated!!

compositor


texts:
So I was trying to apply a "radial" gradient on an object's front but for some reason it seems like the gradient got "stretched" and the gradient spanned across the objects and not just on a single object.

If you look at the screenshot, the left circle and the 2 small circles are both using the same material. The left one kinda looks about the same as what I had on the ColorRamp. But as you can see on the 2 small ones, the gradient spanned across the objects which isn't what I really wanted. The material is on the bottom


texts: The stl file that I export the quality seems to lower, it goes from a higher quality to a lower quality. Any help on how to export at full quality?


texts: How would you animate this surgical thread?

texts:
I need to make an animation of a surgical thread similar to this one and I'm wondering what would be the best way to do it?

Right now the best workflow I thought was:
-Adding a middle shape that act as a collision object with a transparent material, and add a very stiff cloth cilinder controlled with a empty hook. Then skin would be animated with some bones.
I want to know if you know a better or more efficient way to do this!
Thanks!


texts: Texture is not displayed on the meshes. How to display?

texts:
I'm newbie to Blender.

Please see the following screenshot.

I've unwrapped the UVs for the mesh, generated a test image, set the 3D view display mode to Texture. But the texture does not show on the mesh.

In fact, for some time the texture was displayed on the meshes. But one day I tried to unwrap a remaining mesh, the texture was not displayed on that mesh. I tried a few menus, but failed.

Then I removed the test image by Shift-clicking 'X' button on the UV image name widget, saving the file, and reloading. Then... all meshs lost the texture.

It seems that the texture link of the UV map is lost. How can I recover it? And, how can I apply texture to the remaining meshes that refuse to display the texture even after the UV unwrapping?


texts: Can't see textures on imported .fbx model

texts:
I've downloaded a .fbx model from Sketchfab along with a folder with several textures contained in .png files. I am not sure how to load the textures after importing into Blender. All of the models show up black. There are several options under "Material Properties" to choose from, but when I select one and connect it to a .png texture file via "Base Color," nothing happens:

I am new to Blender but seemingly understand the basics of how textures/materials work. Still, I wouldn't be surprised if I'm missing something simple.


texts: Are you able to import 2 of the same image sequence files and start them at different frames?

texts: I have imported certain png sequence files as planes for effects. I would like to use the same file in the same scene twice but when I edit any change it is applied to both objects. I imported them both unchecking the option for "overwrite material" but that is not working. I'm using Blender 2.83.


texts: I've been trying to do rigging recently, and when I add a pole target to my IK rig, my character's foot just slides up and down the leg, which remains stiff. I've had this problem for a while and I have no idea how to fix it. I have a link to a video to show exactly what's going on: https://drive.google.com/file/d/1qHK51yggU4sGDHTB-A6aoSrFe8iFpfQZ/view?usp=sharing


texts: How can you render a lightning bolt using Cycles?


texts: How to move to collide objects during the physcis simulation in blender 2.8.3?

texts:
I see this tutorial that uses blender 2.7:
https://www.youtube.com/watch?v=ROE15KY97XM
In ~18 minutes he collides a passive rigid body cylinder with a active rigid body gear with "G move", but when I try in the blender 2.8.3 the cylinder doesn't collides with the gear when I move the cylinder during the simulation.
My setup:


texts: How to setup shaders for semitransparent mirrors?

texts:
I would like to produce a box with an effect like this one : http://www.thisiscolossal.com/2015/07/guillaume-lachapelles-mirror-dioramas/

I have been trying to create a mix shader between glossy and transparent to achieve this effect, but it didn't gave me anything close to this...

Any ideas on what shader to use ?

Thank you ! :)


texts: 2.8 Can't find "Create orientation" in the menus, therefore can't add it to "Add to quick favorites" does not work in Search

texts:
Search says "create orientation" is in Transform menu, but it's not there.
Where is it ?

I did map my own key combination for it, but still.
The one from 2.79 ,   Ctrl+Alt+Space

Would be much easier if anything could be added to quick favourites directly from Search, to streamline the processes even more.

 "Add to quick favorites" does not work in Search


texts:
I exported the UV layout as an svg file with a resolution of 2048 by 2048. I chose export all UVs and set the fill opacity to 1. I then applied colors to the UV layout in Inkscape and saved the file as a png. I then imported the UV layout as a diffuse texture and saw black lines along the edges of my model:

I would like to get rid of the black lines in my model. I am using Blender version 2.82a. Any help would be appreciated. Thanks.


texts: Preview and final render of grass are different

texts:
I am making a park with a path in Blender, but I have a problem with the particles. I've put the emission number at 200000 (for starter). At Viewport Shading - Render the grass looks normal (full), but when I actualy render it, the grass doesn't look as it should. Under the path and outside of the camera view I've removed the grass with weight painting. I have no idea how to make it right, so I would be very very thankful for any help. ( Oh and changing the emission number doesn't help much)

Eva


texts: Customizing the new pie menus with commands?

texts:
I noticed blender recently got updated with maya style radial menus. When I checked it out there was only a few things you could do with them like view and rotate the model or something. Is there any way now to customize the radial menus and put whatever you want in them?

Like could I make a menu for common options that then go into sub menus for like extrude loop select bevel etc... Is there a way to add whatever I want into the radial menus and or create new ones, either through blender naturally now or is there a script to do this?


texts: How to set active 'Scene Collection'? bpy.context.view_layer.active_layer_collection = bpy.data.collections['Master Collection'] not working.


texts:
I've search it in the internet. Some of the answer said you can use alt + left mouse to do so. But mine dosen't work... I wonder whether is beacuse I changed my hotkey to left select and some action to alt+ mouse click action or not.
If so , how do I get it back while not changing my own hotkey setting. Or what is the name of that alt + left mouse action call in keymap so I can change it to other hotkeys.
Thank you


texts: create resolution based on video for spray paint project

texts:
Hopefully, this comes across clearly. I want to make a plane that I can take into Substance Painter and spray paint, mainly because of its physics simulator I don't want to have control of the drips and stuff like that
(maybe Blender can do this, I've not done the research yet on that).
Can I set the planes according to the resolution I want to output at the end? like, is there a way to convert the side inside the engine to standard HD or 4k resolution? Not talking about the texture itself, mind you, but the 3D plane itself, or is that something I even have to consider. Normally I would throw myself into photoshop for something like this but wanted to hear other peoples take.
FYI the end product is some backgrounds for Trello boards and other kinds of marketing imagery.


texts: Movie clip editor messes up with my colors

texts:
Before I state my question, you need to know that I'm way out of my league. I'm just trying to stabilize some timelapse and that's all I'm using Blender for.
I have a few hundred PNG files that I took with a camera and then adjusted their colors using Darktable. Now, I'm trying to track and then stabilize them before turning them into a clip. I managed to learn how to do so after watching some online videos and everything worked perfectly. It's just that the rendered images and also the viewport within Blender change the color of my images. I mean when I open the same files in Darktable or even in gThumb, the colors look perfect. But when I drag and drop them into Blender, everything is different. Here's a sample shot:

On the left, you can see Blender's viewport (the output render file is the same) and on the right is the same file opened in gThumb (Darktable shows it like this as well). Can someone please help me find what the problem is?


texts:
I'm in trouble, i just switched from Maya to Blender and just decided to import Maya's hotkeys to blenders, i followed a tutorial which explained me to add the hotkeys but once i've done this. I can't run "FA_Hotkeys" :( and an error message comes which says :
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bpy\utils\__init__.py", line 643, in keyconfig_set
    execfile(filepath)
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bpy\utils\__init__.py", line 90, in execfile
    mod_spec.loader.exec_module(mod)
  File "<frozen importlib._bootstrap_external>", line 728, in exec_module
  File "<frozen importlib._bootstrap>", line 219, in _call_with_frames_removed
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\presets\keyconfig\fa_hotkeys.py", line 3961, in <module>
    **keywords,
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bl_keymap_utils\io.py", line 268, in keyconfig_import_from_data
    keyconfig_init_from_data(kc, keyconfig_data)
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bl_keymap_utils\io.py", line 257, in keyconfig_init_from_data
    keymap_init_from_data(km, km_items, is_modal=km_args.get("modal", False))
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bl_keymap_utils\io.py", line 232, in keymap_init_from_data
    kmi = new_fn(kmi_idname, **kmi_args)
TypeError: KeyMapItems.new(): was called with invalid keyword argument(s) (repeat), expected (idname, type, value, any, shift, ctrl, alt, oskey, key_modifier, head)

Thank you
EDIT :
I TRIED 10 TIMES AND IT'S WORKING NOW..............


texts: Is it possible to safely and reliably maintain a reference to a blender object in python?

texts:
I'd like to be able to refer to the same object multiple times from python. I'd ideally like to be able to move back and forth between using the python console and using the UI.

The official documentation appears to offer conflicting advice about how to maintain references to objects from python, on the "Gotchas" page. Under the heading "Data Names" we have the following:

  Its better practice not to reference objects by names at all, once created you can store the data in a list, dictionary, on a class etc, there is rarely a reason to have to keep searching for the same data by name.

This suggests keeping a reference to an object directly, rather than by name.

Further down the same page, under the heading "Help! My script crashes Blender", we have the following:

  Do not keep direct references to Blender data (of any kind) when modifying the container of that data, and/or when some undo/redo may happen (e.g. during modal operators execution…). Instead, use indices (or other data always stored by value in Python, like string keys…), that allow you to get access to the desired data.

And a little further down:

  As suggested above, simply not holding references to data when Blender is used interactively by the user is the only way to ensure the script doesn’t become unstable.

This suggests that keeping a reference to an object directly is unsafe if we'd like to work interactively, and we should instead refer to an object by name (I think this is what is meant by "string key") or by index. If I've understood correctly, the index of an object may change if other objects are removed, so accessing objects by index is also unreliable.

Is there a safe, reliable way to maintain a reference to an object, or is this just a pain point of the python API?


texts: How to see Cycle's material transparency in 3D View

texts:
I have two planes with the same node setup, but only one of them is transparent in Material Viewport Shading.

The one that works was created by the Import Images as Planes addon. The other plane was created manually and copying the addon's material setup into a new material.

If I set the addon's material to the "bad" plane it works, so the problem is related to the material itself (nor the object, OPGL or my hardware). I'm working on 2.73.

I have no clue about this behavior, here is the .blend for checking it out.


texts: Can i create multiple materials for single face

texts:
Can I create multiple materials for a single face of the thing like circle?

Creating some pattern like square or other circle boxes on the circle to apply different materials on them.

Or can we create  a simple circle with sub meshes (if that's the right with terminology), in a similar way as said for creating a pattern of boxes(square/circles) so that these squares or circles are different meshes so that they can be colored or textured differently?

Complete noob at model making, first question.
Thank you.


texts: I made a cylinder and made into a cup, but for some reason the fluid I'm trying to put in it wont go in the cup. :/


texts: Mip mapping in cycles - how to showcase the effect?

texts:
Can anyone make up a scene to showcase the mip-mapping in the blender user preferences for texture filtering? I couldn't find a scenario where switching it on/off made any difference in memory usage (apparently around 33%).

Cheers.


texts:
I'm trying to generate lots of rails using "animation nodes" and after "googling" I have something like this on the screen. But I have one problem, I don't know how to use more than one object for this crosswise planks.

Right now I have connected "Object Instancer" , how can I add multiple object instancer with random placing of this planks?

In other words I'm looking for a methods to duplicate randomly 3 elements along the curve.

Best!


texts: How to display F-stop limits in viewport?

texts:
I know you can show focus limit in viewport by checking the Display > Limits on, but can you show the starting and ending points of focused area in viewport?

Now I have been rendering the image over and over again to check if I have long enough focus depth, and that takes too much time.


texts: Which steps are missing to make simple bone animation?

texts:
recently I started a little project in 3d.
So I created a simple model to check how it works in game engine but I'm stuck at exporting this model from blender, because my animation / sequence is broken or something like that.
I downloaded one of freeware models (*.blend file with awesome lowpoly character) from web and tried to export it and load to game engine. It worked very well, every sequence was there.

It seems that I do not all steps that must be done before export, so I asking you, please help me to find what exactly I missing.

Here simple steps that I've done:
Created Cube
Extruded it for few sections
Applied scale & rotation & location
Added armature
Switched to edit mode and extruded another bone (so now I have two bones, root and extruded)
Switched to object mode and applied scale & rotation & location
Deselect all
Select extruded cube, then shift + right click on armature ctrl+p > parenting with auto weights
Then I switch to pose mode.
Press red corcle in timeline section to record all things.
Move extruded bone in pose mode in first frame and then another move on 30th frame.
Checking animation and it works, mech is deforming as bones moves. Everything seems fine.

Export it as fbx and it doesnt move in game engine.

Please help as it stops me in progress.

Sorry fir my English.


texts:
I’ve placed a video of lava onto part of a mesh and wanted it to start out dim and brighten over time. Is there a way to keyframe this in Blender?
Thanks,
Rusty


texts: I created this crate for a game I'm working on, I've been trying to bake my wood pallet texture I have but every time I try to do so my bake comes out having artifacts and the material itself darkens immensely. I've attached a picture, on the left hand side is my image after UV Unwrapping and on the right is after the bake. I've circled the artifacts with red circles. I'm using Cycles Render and the Bake Type is set to Diffuse. Any help or guidance would be greatly appreciated.


texts: 2 Particles systems (1 curve guide) Affecting both.

texts:
I have 2 particle systems in the same scene, 1 particle system is following a curve guide (which is what I want), the 2nd particle system I just want to shoot out of the geometry as it normally would without following the curve.

From what I read online, the curve guide affects all particle systems in a scene. How do I get my 2nd particle system to NOT follow the curve guide?


texts: How to extrude as a round shape in concentrated areas?

texts:
I hope that I'm explaining my question right as I'm new to blender but I really am at a loss here. I've been stuck for a couple days now of what to do with this.

So, I'm trying to make a side table, this one specifically: here. Everything was going good until I came to the point where I needed to extract round shapes (sorry, I don't know how to explain this), which I've watched many tutorials and thought I could do it also, but I couldn't. I've added more loop cuts, did the bevel action (which created a totally weird shape in diff directions), etc. Either I'm doing those things wrong (possibly since I'm new) or I just have to re-do what I did to make it so I can do these actions correctly.

Let me show you some photos to help explain what I mean (top is what my whole thing looks like, bottom w/paint done on it to show what I need it look like):

So in the first photo I did bevel it because I thought that was what could help me make it round but I could only do the sides of each face to get it round. I have had no idea how to do make the whole thing extend round. I also have no idea how to then make all of them the same size etc so I ran into that as well.

I'm sorry if this makes no sense. I have no idea how to correctly term things but I hope someone could help me or point me in the right direction on how to do this.


texts:
I have created a plane, then have created grease pencil and configured it to constraint drawings to that plane. Unfortunately, I can't contraint draw behavior to the plane too:

I.e. while I am drawing a rectangle, it looks rectangular only from that side view I was looking to the scene

Can I simulate 2D vector drawing more natural?


texts: Foreground Render washes out background Photo

texts:
I have a Photo of some work colleagues with a small table in the foreground.
I have made (in blender) a bright shinny trophy to go on the Table.
The trophy renders up really nicely when just done as a render scene. When I try to place it on the table in the foreground with all the lighting etc it washes out the photo.
I suspect there is a simple answer I'm just not too sure what to search for.
Any help appreciated.

Cheers Willy

I have changed the picture as I can't use the original but you should get the idea.  Im using Cycles, v2.73a
I have played with some settings on the background image, its just a mesh plane with an image texture.  I really don't know how to achieve what I'm after.  To light up the rendered cup appropriately the image gets overexposed.  I presume there is some way to create a mask or filter but I haven't been able to find anything that seems to explain how this might be done.

Image with cup in Material view

Render View

needs some work but looking good, I'll play with FoV and some more/less lighting Many Thanks :-)


texts: how do i fix these distortions on my mesh that do not stem from misaligned vertices

texts:
I have an issue with the vertices on the bottom of my chair leg. there are weird distortions happening that do not align with the placement of the vertices.

I noticed that the vertices in question (both bottom and top ring in the view) are not connected in blender like an edge loop usually would (it does for the leg on the other side). What I mean with that, is that when I select an edge with shift + alt + left click or create an edge loop (crtl + r) , it does not wrap around all the way, but is discontinued.

I'm assuming that my problem is related to this, because somehow blender does not view this as a complete edge ring. Is there a way to connect these vertices properly, so that they behave how you'd expect them to? By the way, I added those creases, because there were some weird distortions on my UV-Map around this area, I am assuming that this is related to the same problem, because neither of the problems showed up in the chair tutorial from Blender Guru.


texts: Can't separate objects when importing shapefile with Blender GIS

texts:
Whenever I try to import a shapefile (group of buildings), I get an error message.

I tried separating the extruded shapefile by loose parts, but some groups of buildings remain linked, so when I apply a constraint it doesn't work how it should (buildings on top of a TIN).

Is there any other way to separate the objects so that they will be successfully on top of the topography?

ERROR: TypeError: invalid id-property type NoneType not supported


texts: Where are clouds, stucci, wood textures in cycles materials?

texts: So I want to use the extra settings for the musgrave setting (where you can pick blender original or voronoi f2 etc.) in a material but it seems you can only use it in the texture panel. Is there any way of using these textures in materials?


texts: How to use these 6 textures ripped from a CryEngine game, with cycles render?

texts:
I have extracted a character model and textures from a game using NinjaRipper. The game is the mmorpg Aion and uses CryEngine.

I found in the generated files 6 textures for the same mesh, but I have no idea on how to combine them to get the in-game appearance :

Based on the tutorials I could find on youtube, I am kind of guessing the purpose of the ones on the left (Diffuse, normal and specular maps?), however, the other ones are a total mystery.

The character itself looks like this in-game :


texts: Multiresolution subdivisions are creating curves down the middle of my model

texts: I am currently doing some character modeling and I decided to add a multiresolution modifier to my model. However, when I add subdivisions to my model I get a bunch of curves down the middle of it. My model does not have any of these curves without the subdivisions from the multiresolution modifier.  Can someone please instruct me on how to fix this?


texts: Cannot find toolbar in header - blender 2.8

texts:
Hi,

I cannot find the toolbar in my blender and when I search toolbar it shows like this in the second image


texts:
Do you know how to bake multiple object at once?
I have 6 spheres 'Soft body" that I would like to bake is it possible to bake them in one shot? Or the all scene at once?
Thanks


texts: There is no " Object Tools" it just says Transform

texts:
I apologize for the newbie Question and if this was the wrong site to post this Question I have tried to search not doing that right either,I have no idea what i`m doing following  tutor4u " realistic chain tutorial" I can make it to 8:37 into the tutorial, need to add  "Rigid Body Tools" My tools bar is saying "Transform" instead of "Object Tools"
 My Learning Curve Begins/ Continues/ Never Ends

Thank-you for any advice

Wally


texts: Blender Imported file.OBJ I not showing up

texts:
I got Blender a few hours ago, and I have been trying to import an .OBJ file, but it's not appearing.

I have tried to rescale, fix clipping, outline is on, and it's not outside of the plate either.


texts: When baking, the new textures don't apear like they are supposed to

texts:
I am making a Khopesh (egyptian sword) for my game but everytime I try to bake the materials onto a texture, blender either saves it as an internal image, makes it too dark and without the desired pattern or both. The glossmap kind of works but I am not sure if it is supposed to be like that (attached image). The maps also dont show some parts of the mesh (I think this could be linked to me using two materials). I tried the selected to active option (with a dark material plane and a copy of the sword), I tried setting up lights, I tried every button in the bake options but I am just not able to solve this problem on my own. I searched for this problem online but couldn't find any solution that fit my problem.
I hope the information is enough but it probably isn't. Sorry!
~Lavallion

The .Blend file


texts: How do I maintain uniform cross section of a DNA structure while bending it?

texts:
I am making a DNA finger ring and this is the basic structure below (I just added a few balls for now but once completed they will be at each junction):

The issue I am facing is that the cross section of the bars and that of the outer-frame is getting twisted and flattened - I want them to be uniformly circular in cross section. The cross section of the outer frame should be slightly larger than that of the horizontal bars.
I used this youtube video: https://www.youtube.com/watch?v=8yDwOGJYoho , to create the main DNA structure and then used a simple deform modifier to bend it into a ring.
Highlighting the issue a bit better in the image below:

Can someone suggest how to fix the issue? Even if it means completely redoing the model, I am fine with it. Thanks in advance!


texts:
I want to write a Handler that runs code only when the user stops translating an object, using bpy.ops.transform.translate (the 'G' key). So while the user is sliding the mouse around, nothing should happen besides the object being translated. But when they exit the modal operator (by left-clicking or pressing 'enter'), my code should run.

My approach:

@bpy.app.handlers.persistent
def detect_change(scene):
    op = bpy.context.active_operator
    opname = op.bl_idname.replace("_OT_", ".").lower() if op else ''

    # On entering translate mode, start checking for exit
    if opname == "transform.translate":
        waiting = True # This will be some sort of persistent variable.
        return

    # If not in translate mode, then run code
    elif waiting:
        my_function()
        waiting = False

# Add the handler
bpy.app.handlers.scene_update_post.append(detect_change)

The only problem is that after exiting the translate modal operator, the active_operator remains at transform.translate. It doesn't switch until another operator is called.

Any way to either force the operator to update to None or to detect exiting the modal operator?


texts:
I'm doing a simulation project with two collegues in university in which we'll simulate a star(it's a phyiscs project).
we're considering building blender from source as python module and use the module in c# program.

requirements

the module should help us in these things:
1-nebula drawing(physics of smoke is optional).
2-star formation(the accumulating and pressing etc, phyisics will be done by us but we must make sure that the particle system will help us).
3-gravity and pressure.
4-color(the color depends on mass, again we can calculate the color by our hands but blender should be able to apply the color we've calculated not on every particle but on the star).
5-explosion.
6-diffrential rotation: rotation must vary by latitude and distance from center, the rotation effect on the star is optional but the rotation itself is required.
7-can be used easily(at least as easy as using python module in c# can be) in winforms c# and can be told on what window will the draw be.

Question

and the real quesion is : can the requirements be met ?

PS

we were using dpsf with xna but when tried dpsf, it seems it doesn't do physics, and that's not our propose.
ofcourse we don't want to use the program as we're afraid of university policy things, but using a library and programming yourself is definitly legal.


texts:
I bake a fluid, but after a specific frame, the fluid explodes and disappears.
It's completely normal at first, but after the same frame every time, the fluid loses volume and explodes into just a few droplets, and then nothing.
What I tried
I've tried all kinds of variations to fix it, domain resolution, clearing the cache, turning on resumable and playback, getting rid of collision objects, but despite all of that, the same thing keeps happening and I don't know what to do.
According to my computer, there's still plenty of space for the fluid configuration files to be saved, so I don't think that's the issue.
Video of what happens. Before everything is working as it should, but after there is no more fluid.

Here's the full video on YouTube


texts: Archimesh elements dramatically slows down Blender project

texts:
Short version: Archimesh elements seem to be drastically slowing down a (relatively simple) Blender project.
Longer version:
I'm creating a house in Blender (v2.91.2) primarily Using Archimesh (v1.2.84) elements. Worked great in the beginning, now editing something as simple as a window or door creates long processing delays. And this is only in Solid Mode, Evee. No shading, no materials yet. Viewport Sampling: 16. Viewport Denoising disabled.
I have about a dozen windows. Half a dozen doors. A bunch of walls.
Doing something as simple as moving a window along the Y Axis gives me the Pinwheel of Death and takes between 30 seconds and 1 minute to resolve.
I'm working on a brand new Apple M1 Chip Mac (so specs are faster than 90% of existing Mac models). Everything started lightning fast. Now it's molasses slow.
Because of the nature of Archimesh, it has created dozens upon dozens of layers/collections in the project panel window. Basically every element I add creates a new collection.
Anyway, not sure what it slowing things down so much!
Wondering if any of you much smarter folk out there (I'm relatively new to blender). Thank you for your help!


texts: Use 3 films (front, side, top) for motion tracking?

texts: When I use motion tracking and I have 3 films: 1 filmed from front, 1 filmed from the side and 1 filmed from top. First I track the objects in the first movie and click the solve button, which makes some empties. Can I use the same empties for tracking the next film for more precision? If it doesn't work with empties, how can I achieve this?


texts:
Anton Balazh has an amazing relief map with the best ocean material I have ever seen.  This link has several examples: http://unofficialnetworks.com/2014/06/detailed-relief-maps-show-worlds-mountain-ranges

I am close to recreating the land (although more than happy to accept recommendations on improving that as well!) but the ocean is well beyond my current capabilities.

I have found several tutorials on creating some good looking procedural ocean materials (some of my favorites include avoiding a tiled looking ocean simulation and Prevent ocean from behaving like a mirror) with one of the best being https://blenderartists.org/forum/showthread.php?320054-Test-Tutorial-Realistic-tropical-water-shader-in-Cycles

The challenge is I'm using images from NASA (http://visibleearth.nasa.gov/view_cat.php?categoryID=1484&p=1) to both texture the land and create the height field.  NASA has posted a bathymetry map and a ocean mask, but I can't figure out how to combine all of these to get the subtle ocean bathymetry effect and depth coloring effect.  To complicate matters even more, I prefer using the highly detailed images which don't have a premade ocean mask.

Any suggestions are greatly appreciated.  Thanks!


texts:
I'm not at all sure what the title of this question should be.  In the following image, you can see how I've used the Shading editor to create a texture.

What I want to do is to do this via python.  I would like a single script to both create my mesh, and fill in all it's faces (these things I can do), and define and apply a procedural texture. I've been searching for tutorials for how to do this, and found several that show me how to create custom nodes (and even node groups..), but.. that's not what I'm after. I've found this: Part of the solution, but it seems to me like there must be a tutorial that covers this more comprehensively.. I just don't know what key-words to use yet to find it. Any help appreciated, including with figuring out what the title of this question should actually be.


texts:
I made my Low-poly model since the High-poly mesh was too messy and laggy but then I realized that the Low-poly mesh looks too jagged. I want it to resemble the High-poly mesh but don't know what to do. What do I do??

Btw I'm new to retopology and might have made the squares quite un-uniform. There are no triangles but the sizes differ a bit. I heard that it needs to be uniformly tiled but I think it's quite impossible. Is it OK? Here's a photo.