texts:
How can I animate the fluid so it starts with a normal speed and then changes to slow motion?

I have one 1/4 second fluid simulation played over 24 frames (one second):

Now I'd like it to slow down and play second quarter of simulation over the next, say, 72 frames.

I tried changing the timeline Start and End frames to 25 and 96 respectively, setting the simulation time Start to 0.25 and End to 0.5, and setting cache offset to 25 and bake again, but it seems to overwrite the previous bake i.e. the normal speed simulation in frames 1-24 is substituted with the slow simulation. Obviously it's not the way to go.

(I'd post more screenshots but don't have rep for that yet ;))

How would I go about it? Do I need two domains for different animation speeds or is there some way to keyframe the liquid?

Note that I'm quite new to Blender so there are some basics I still need to learn, but I find it easier to learn them when I have specific goal in mind. Thanks for understanding ;).


texts:
In Cycles, a sun lamp is treated as infinitely far away - only the angle matters, not the position. Other lamps have their sizes defined in blender units: a point lamp with size 1 emits light from a area with size of 1. But if a sun lamp at infinity had a size of 1 blender unit, the angular arc of that sun would be nonexistent.

Clearly, when you change the size of a sun lamp, shadows get fuzzier or sharper. But what does that actually mean? What are you changing?


texts:
I have made an animation in which a sign gesture is being performed. Now i want to to make a script and do the same thing happening in the animation. This armature is performing quaternion rotation and i have maintained a dataset file in which all WXYZ values are stored for every bone.

Now i want to change the values frame by frame which i don't understand how to. I know how to change the values and select the bones using script but how to set the value for every frame is the main issue I'm having as i could not find any content related to my problem.


texts: How do I manipulate curves of animated textures?? (not showing in graph editor)

texts:
Animated the mapping coordinates of a texture (pressed i with cursor over attributes) - but can't see these keys in timeline/dopesheet/graph editor.

I need to adjust the interpolation of these keys and also ad some modifiers to these curves.

PLEASE HELP.


texts:
I'm using blender 2.72b x64 on windows 7.

I need a quick way to render armature using f12 button. With shadows and everything. "render armature" means render geometry that is visible in viewports - boxes/octahedrons/sticks, depending on chosen visualization.

I only need to render still frames, no animation.

"OpenGL render image" is not an option, because OpenGL render does not produce raytraced shadows.

As I understand it, this can be done by either somehow turning armature into renderable geometry or generating mesh from it via script.

Is there a built-in way to do it or ready to use script somewhere?


texts:
As illustrated in the screenshot, the geometry on the non-visible part of the mesh is visible in edit mode, even when the viewport shading mode is set to Solid.

It gets difficult to see and select geometry efficiently when this happens. I've observed that this happens when I set the units to centimeters (also in the screenshot).

Is this a bug? Is there a workaround? If this is a bug, where is the best place to report it?

You can download my .blend file here (size 7.53 MB).


texts: How do I tile my textures when I am in Texture-Paint Mode?

texts:
When I draw in Texture-Paint Mode, the texture gets drawn on the surface but it is stretched out and it will not tile itself, or repeat itself, if you will.

I suppose one simple solution to this would be to make an image with the original image in it and just place copies next to each other, giving the illusion that it is indeed a repeated texture.


texts:
I just finished modeling a lighthouse scene. My goal was to make the scene realistic, however the result turned out to be very artificial. I tried to add a normal to the material of the lighthouse, however it was causing issues with it.  I would greatly appreciate any advice on how to make the scene look more realistic.

Thanks

P.S.
I included 2 images, one is my render and the other one is my inspiration image.


texts: Cycles Bake yeilding bizarre textures and wrong colors- any ideas?

texts:
I've created a building for export and use in a game engine. Here's a picture of the building in the Materials Viewer of the Viewport.  This is what I'd like it to look like once I've successfully baked the textures.

I am baking the textures into a single image file by UV Unwrapping the model, creating a new texure, and placing the image texture in each material node. Picture is below (new image texture connected to final UV map is at the top of the node viewer):

After Diffuse Baking (I'm not needing shadows and I'll do the Normal map later), I'm left with this texture:

I know it's hard to tell how bad this looks, so here's an idea of what this looks like once it's pasted on the exported object. By clicking on different faces, I can see in the UV Editor how many spots aren't rendering in the correct color (the green windows for example, largely come out tan on the baked texture.  Many faces of the red-roofed staircase on the end have a combination of red and tan textures on it).

I am rather new to Blender, but I don't even know where to start with troubleshooting this.  What am I doing wrong? I would be glad to upload the .blend file if someone can provide instructions. Thanks!


texts: Can i open and edit reStructedText (.RST) files with Blender?

texts:
I write my own documentation for personal use in learning Blender. I use reStructedText and Sphinx. This is plain text in RST files.
I used to work in a Blender text editor (and i like it). Is it possible to open and edit RST files in a Blender text editor? At the moment, RST files are not open (but TXT open), and renaming to TXT is inconvenient (sorry for my English).


texts:
I'm not sure what's going on, but today in the morning when I opened blender it had turned gray from black.

I don't think it's affecting any type of performance, but it is not feeling right while working, is there anything I can do to revert this change?

I'm using Blender 2.50


texts: Recalculate Normals flips faces direction?

texts:
When I recalculate normals all the faces flip direction.

Why is this happening?

How can I avoid this and keep the faces facing the direction I want to, even if I recalculate again?

Before Recalculating Normals

After Recalculating Normals


texts: How can I update a menu via an operator?

texts:
I've created a menu using an Enum Property.
Now I looking for a way to update the menu every time I call an specific operator: Load_New_List_Operator.

import bpy

from bpy.props import (EnumProperty,
                       PointerProperty,)
from bpy.types import (Panel,
                       PropertyGroup,)

List = ['1','2','3','4']

class menu_list(PropertyGroup):
    menu = EnumProperty(
        name="menu:",
        description="Choice item menu",
        items = (List),
        )

def Import_List():
    New_List = ['A','B','C','D']
    return New_List

class Load_New_List_Operator(bpy.types.Operator):
    bl_idname = "object.load_new_list_operator"
    bl_label = "Load new list items"

    def execute(self, context):
        Replace_List = Import_List()

        #ERROR
        menu_list.menu[2] = Replace_List #ERROR tuple does not suport item assignment
        return {'FINISHED'}

def register():
    bpy.utils.register_class(Load_New_List_Operator)
    bpy.utils.register_module(__name__)
    bpy.types.Scene.menu_tool = PointerProperty(type=menu_list)

def unregister():
    bpy.utils.unregister_class(Load_New_List_Operator)
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.menu_tool

if __name__ == "__main__":
    register()
    bpy.ops.object.load_new_list_operator()
    print (menu_list.menu)


texts: I click join area and then the Area Options dialog disappears and nothing happens.


texts: bpy/file browser: get selected file names

texts:
Is there a way in bpy to get a list of all selected files from the file browser?

I have this code, but it is only for the active file selection:

selectedFile = ''
for screenArea in bpy.context.window.screen.areas:
   if screenArea.type == 'FILE_BROWSER':
        params = screenArea.spaces[0].params
        selectedFile = os.path.join(params.directory, params.filename)
        break


texts: How can I put different textures/materials on different parts of the same mesh?

texts:
Title pretty much says it all. I have just started using blender 2.7, been on it for about a month, and have spent hours watching tutorials and reading and playing around with it.

I have built a model of a house, not for anything specific just wanted to do a whole model from start to finish as a learning project. I am happy with the model but I just can't get the textures to work. I am using cycles render but have also tried blender render. I textured the roof: marked seams>unwrapped>new material> nodes etc, and it looked really good, I was happy with it, so I marked seams for the door frame, unwrapped and set the texture and nodes etc but the wood texture applied itself to the roof as well as the door and made the rest of the model go a brown colour with out displaying the texture. I played around with the roof and got the right texture to display again, but it displayed on the door as well.

I really don't know what I am doing wrong, even when I follow a tutorial it doesn't work for me. I even tried a simple sword model, thinking the house might just be too much for a beginner, but the texture for the handle would assign itself to the whole model, none of my textures will stay seperate like I want them to.

This is really frustrating me as I am eager to learn and this would be an amazing skill to learn alongside my computer science degree, but it just won't work. Hopefully I am just missing something really simple and obvious, but a knowledgeable helping hand would be great.

Many thanks.

Edit: the post marked as the same as this one hasn't helped, I have worked through that thread a few times and it hasn't solved my issue. The uv maps won't hold seperate textures for me, blender applies the latest texture to every material and uv map on my project.


texts: How to access node tree of a selected node group in python?

texts:
Scenario:

I have these two node group instances "Test 1" and "Test 2" containing image textures. Now I would like to modify nodes inside of a selected node group in python.
To access the nodes inside a node group I have to know the name of the node group (e.g. "Material.Input 1" for node group "Test 1"):
img_node = bpy.data.node_groups ["Material.Input 1"].nodes ["Image Texture 1"]

But I would like to do this dynamically using the selected node group like this:
active_node = context.active_node
# active_node.name: Group.003
# active_node.group: Test 1
img_node = bpy.data.node_groups [active_node.???].nodes ["Image Texture 1"]

How can I achieve this?


texts: Hi so I shrunk my mesh down a great deal from 20 meters in height to about 2 and now the camera orientation is really weird. How do I reset it to move around my shrunk mesh instead of still behaving like it is moving around the larger one?


texts: How to get the caption of a text object in Python?

texts:
I've got a Blender file with a lot of text objects and I want to do some scripting modifications on specific text with specific caption.

Is it possible to get the caption of a text curve in Blender?

For example, in the image below the caption that I want to find in Python is: 'This is a test'


texts: I put together an armature for a four legged creature, but I had to make each leg armature separate. I now want to combine them into one armature. Is there an easy way to do this?


texts:
I want to create a scene with a piece of paper stuck on a wall fluttering in the wind for a while, before being torn off and blown away. I attempted this with a soft body subdivided plane and wind force field, but wasn't able to get the desired fluttering effect. I want it to appear as if there is a strong wind.

How could I do this?


texts: Unexpected noise/pixels of render preview in Viewport Shading

texts:
I'm really new to Blender and started watching a playlist from Youtuber Blender Guru, the one about making a donut. Link is provided below to the specific video:
https://www.youtube.com/watch?v=ZTxBrjN1ugA

I've been following his instructions but for some reason, when I switched to Render View on Viewport Shading, my donut suddenly became super pixelated in some parts. I tried to look up solutions to this problem but couldn't find one about it - as I am new, I'm not quite familiar with the terminology for this sort of problem. I provided some screenshots below to help visualize what it looks like.

For specs, I am using the latest version of Blender(2.82A) and I'm on Windows. I'd appreciate any help I could get. Thank you!


texts: How can I get particles to collide with objects?

texts:
I want my particles to form a pyramid on the ground; how can I do that?
- It seems not possible, how can i make them settle in a cup or somethign like that; i mean the settings to put for cup's plane or any tip.
Thanks


texts: Custom mouse pointer slows the game down

texts:
I have implemented a custom mouse pointer in a separate scene. It mostly works fine as a mouse pointer, however when it is used as a overlay scene for my main game world, the logic shoots up to around 180-300ms when it hovers over the objects in the scene, however, goes down to a normal 1-4ms when it is pointed at the sky.
Any ideas of how i can decrease this logic use so the frame-rate doesn't suffer?

Here is the logic setup and the simple python script (i'm still very new to python):


texts: render scene such that each pixel represents .1 mm square

texts: I would like to render a side shot of my model, such that each pixel is .1 mm.  This corresponds to the smallest vertical resolution of my 3D printer.  The scene would of course need to be rendered in ortho mode.  The question I'm having is how can I get the camera and output resolution lined up so that I can choose between .1 .2 and .3 mm pixel sizes?  thanks!


texts:
I'm defining a shape that is a prism, i.e. it can be obtained by extruding a 2D shape along the Z axis.

How can I do this with a modifier, so that I only have to update the top (or bottom) shape, and not select both vertices each time I want to move a pair?

Here's my shape (which already has an array modifier with rotation):

The closest to what I want is the "screw" modifier, with angle 0, but I can't set the number of steps to 1, the minimum seems to be 2. The resulting mesh has an extra extruded step in the middle, as can be seen below, which I'd rather avoid for performance reasons.

Is there any way to have some kind of "extrude modifier"? I tried the "screw modifier", which gives what I want, but with 2 extrude steps instead of one. I tried the "mirror modifier", but the two copies aren't connected (no vertical edges and faces).

Note that I want this to be a modifier, so that I only have one real vertex for each top+bottom pair. Otherwise I can just extrude and move along the Z axis, but then editing further the shape is a pain.


texts: What is the role of the graphics card, if any, for CPU rendering?

texts: My Blender scenes are quite large (10+ GB), so because of this, I render with CPU, not GPU (because most graphics cards don't contain that much VRAM). So knowing this, I'm buying a new computer, and am not sure exactly if it matters whether I buy a high end or low end graphics card. I think it won't matter (in terms of render time), because I don't think the GPU is involved at all in the render process (for CPU rendering). Is this correct?


texts:
When I set the scene units to 0.01 meters several issues appear, and I hope there's a simple solution.

When set to adjust origin, the origin access icon is ridiculously tiny (this would be a nightmare in 0.001m)

Viewport (and camera) clipping get set to very tiny; 0.0000001-2m

Creation of bones, empties, etc are tiny

Ridid body has numerous issues; mass defaults to 0.0001, forces require ridiculous levels (10+ digits), Gravity changes to 0.09981, etc

Does anyone know how to fix all this (and possibly more)?


texts: How do I solve non manifold errors with this relatively simple shape?

texts:
I'm pretty new to Blender, and I have a model that I am having problems with. I have some non-manifold geometry but I don't know what's wrong. I highlight the edges but I don't see anything wrong with the edges the pointed out. Here is a screenshot:

I've tried deleting the edges, because I thought they might be duplicate, but they're not. I tried deleting the surrounding faces and regenerating the faces manually, but that doesn't help. I created this model with a face I subdivided, then extruded the nine faces. Then I cleaned it up and added a bunch of vertices and faces. I thought maybe that construction technique was bad, so I tried creating this same thing by starting with two cubes and repeatedly boolean subtracting the "carving" cube away from the main form. But after four or so cuts I started getting non manifold errors with this technique as well. Any ideas? If you tell me how to export just this object, I can do that and share it if that would help. Thanks in advance!
Edit:
Okay, here is the file if anyone wants to look:
https://www.dropbox.com/s/2g00zfgs5xyzdhd/non_manifold.blend?dl=0
Inspecting the mesh, I couldn't find the problems you guys mentioned. Maybe I just don't know Blender well enough to see them.
As to Make Manifold, I never saw that button there, LOL. It actually works, which is great. Thanks!
I will still be playing around with the mesh as a learning experience however. I want to figure out what is wrong with it.


texts: How do I access a Rigify Control by name (Grouped and linked into scene) with python in 2.79

texts:
I used rigify to generate a control rig over a Basic human Armature.
I then grouped the Armature+Control rig so I could link it into a scene.
In the Scene where it is linked I made the rig a proxy so I could access the controls in pose mode.
Now I want to use a Python script to access specific controls by name and do things to them...

I couldn't figure out how to get to the controls. When I have a control selected say the 'torso', and use the bpy.context.object.name script to print out the name, I just get the name of the rig, not the name of the torso control.
What gives access to the controls inside the group inside the rig ?

Thank you !


texts: How do I save (bake) a particle simulation?

texts:
I followed this tutorial ( https://www.youtube.com/watch?v=2KNO_laPA9s ) to create an audio visualizer, and it's worked great with the audio baking to the curves to affect the particles.

But during the render process Blender has crashed a couple of times. On resume I have to play the animation again to repopulate the particles and create a new animation.

The audio-to-fcurve bake remains intact in the .blend file, but the particle generation and turbulence isn't baked into the blend the way a physics simulation would be. I have BVH caching enabled, but I guess that's not persistent since the randomness of the turbulence results in variables between sessions that prevent me from continuing smoothly at the last frame rendered before the crash.

How can I ensure that the data is consistent between renders of the animation?


texts: Boolean Difference not working with joined mesh

texts:
I want to perform a really simple boolean as shown below:

However, I get this as a result:

Rather than boolean-ing all of the cylinders, it only does it for one. I have no idea what's causing this. Can anyone take a look at my file and possibly help?


texts: Is there any way to apply a modifier to multiple objects in order to make an animation?

texts:
i'm making an animation of the objects (you can see them in the image) and as you can see they are separate objects, the thing is i want to curve/animate the objects separately with the SimpleDeform modifier (i need to make them 'move' as if they were underwater, but just sightly), but they are a lot, and i want an animation kind of ''harmonius'', so i wanted to know if there's any option to apply the modifier to all objects and then just move/modify keyframes on the dopesheet.

Is this possible? Thanks in regard.


texts: edges.new - Edges Not Adding Correctly (black not solid orange)

texts:
I'm using a python script to create edges.

For some reason, my script is recognizing some edges, displayed in solid orange.
Others are not recognized the same and are displayed in black.
(see image)

When I manually select two of the verticies on a black line and hit f the edge is added correctly and displays orange. This is specifically a problem because I cannot face-->fill the shape until all the edges are displaying as orange.

I'm adding the edges like this:

class Graphics:

    def __init__(self,bm):

    def drawLoop(self, bm, lines):
        for i in lines:
            self.drawLine(bm, i.p1tuple(),i.p2tuple())

    def drawLine(self, bm, tup1, tup2):
        v1 = bm.verts.new(tup1)
        v2 = bm.verts.new(tup2)
        bm.edges.new((v1, v2))

My Main is like this:

import bpy
import bmesh
import sys

obj = bpy.context.object
me = obj.data
bm = bmesh.from_edit_mesh(me)

graphics = Graphics(bm)

bmesh.update_edit_mesh(obj.data)


texts: How to make an object in blender game engine react with different collision differently

texts:
I used collision sensor which reacts to any kind of collision which takes place. So is there any other way to make an object react with different collision differently.

The cube is a ridged body and the plane is static

As the cube falls the plane detects the cube collision and acts as set.

These are the given settings for the above function.

As the cube falls the plane senses the cube collision and does the given function. But if there would be an extra object, for example a sphere, I want the plane object to react with the sphere collision differently. How is it possible in blender game engine?


texts: Is there a button in the Video Sequencer that, when pressed, will cache as much of the timeline as possible?


texts:
I recently switched to 2.77, and I just tried to texture paint for the first time in 2.77 and while zoomed in, I cant paint? I dont understand. I tried fiddling with the projection painting settings, but to no avail. Can anyone help me? I've had this problem all night and can't fix it

-EDIT-

I found a workaround, setting the view mode to orthographic fixes it, but i still would like to see this fixed in perspective.


texts: How to remove sound completely from Blender

texts:
I have a Python script that generates a .wav (externally) and places it in the sequence editor. Then, I would like to be able to remove the .wav later. So first I remove the sequence from the editor and then I try to remove it on the filesystem. This works except once I play the sound inside Blender. Windows says that it's being used by another process and I can't remove it. I tried to unlink the sound by doing:

bpy.data.sounds.remove(bpy.data.sounds['wav_name.wav'], do_unlink=True)

But it has no effect. This line removes it from bpy.data.sounds but I can't get Blender to let it go.
I'm doing the same process with a .avi video and I don't have this problem.
Any advice?


texts: I have Lattice with weighted vertex group. I'd like to know exact weight of vertices like you usually do it with meshes (N-Panel), but unfortunately this data isn't available for Lattice. Any workaround?


texts: Rotating Animations doesn't work despite XYZ Euler

texts: I don't really understand... Basically, I'm trying to animate a mechanical piece that basically rotates. manually typing 360 on the Y rotation does nothing and trying to keyframe 290 doesn't work as shown in the image. The actual result of keying the 290 gives me -70?????????


texts: Convert "Existing" Mesh to Bmesh (AttributeError: module 'bmesh' has no attribute 'from__mesh')

texts:
In Blender2.79, the "Main Script" below converts an existing mesh(default_cube) to a "Bmesh" (using bmesh.from_mesh()) and stores the selected vertices of the mesh in a list.

On testing,this Bmesh example(create new vert on existing selected Mesh) works fine.

However,when run the MainScript in both Edit and Object(after calculating selected vertices in edit mode) modes ,the console gives this error.

AttributeError: module 'bmesh' has no attribute 'from__mesh'

Since,the selected object has to be accessed as a part of the "active" scene, assigning object in this manner ,gives above error

scene = bpy.context.scene
ob = scene.objects.active
me = ob.data
bm = bmesh.new()
bm = bm.from_mesh(me)

Also direct context assignment gives above error.

ob = bpy.context.object
me = ob.data
bm = bmesh.new()
bm.from_mesh(me)

[![Bmesh.from_mesh() error][2]][2]

However, "from_mesh" is a valid attribute in Bmesh module.

Even using bmesh.from_object() gives a similar error.

AttributeError: module 'bmesh' has no attribute 'from__object'

Also,if bmesh.from_edit_mesh() is used , and even if the selected object is in Edit mode ,the console gives the following error(even if the Bmesh is set_free after this line)

ReferenceError: BMesh data of type BMesh has been removed

How to run this script in EDIT mode using Bmesh module (without getting any errors)?

----------------------------------MAIN SCRIPT-------------------------------

from os import system
   system("cls")

import bpy
import bmesh

#Assign object as a part of the active scene
scene = bpy.context.scene
ob = scene.objects.active
vert = ob.data.vertices

#Set default mode == Edit
if bpy.ops.object.mode_set.poll():
    bpy.ops.object.mode_set(mode='EDIT')

print("Active object = ",ob.name)

#Store selected vertices in a list
print("vert_selected")
#ob = bpy.context.object #Also direct context assignment raised no attribute error
me = ob.data
bm = bmesh.new()
bm = bm.from_mesh(me) #AttributeError: module 'bmesh' has no attribute 'from_mesh'
#bm.from__object(me) #AttributeError: module 'bmesh' has no attribute 'from__object'

vert_selected = [v.co for v in bm.verts if v.select]
for vs_s in vert_selected:
    print(vs_s)

bpy.ops.mesh.select_all(action='DESELECT')
bm.select_flush(True)

bpy.ops.object.mode_set(mode='OBJECT') # if bmesh.from_edit_mesh() --> mode == EDIT - ValueError: to_mesh(): Mesh 'Cube' is in editmode

bm.to_mesh(me) #If mode ==Object  -> ReferenceError: BMesh data of type BMesh has been removed
bm.free()
ob.update_from_editmode()


texts: Adjust random seed of displacement textures

texts:
How can I adjust the random seed used for the textures in the Displacement modifier?

For example, I have a Displacement modifier using a Voronoi-Minkowski 4 texture that creates a nice look for a rock. However, I want to have multiple "random" variants of this rock. When I duplicate the rock and the texture, the pattern is identical:

I can adjust the pattern by setting the texture space to Global in the Displacement modifier settings. However, this seems like a clumsy/hackish solution. What really makes sense is just a Seed property in the texture.

I have tried translating and scaling the texture space with ShiftT, but this does nothing (surprisingly).

What is the best way to accomplish this?


texts: Cannot get my camera to solve correctly during a motion track

texts:
I am trying to track the included scene to remove the black wall and replace it with something else. Problem is, I can't for the life of me figure out how to track this properly and get it right. I have over 8 track points, with a very low solve error, but the plane won't correctly sit where it needs to. Can somebody help me get it right?

Also, this is my first question on SE. Let me know if I can do anything to better answer my question :)


texts: Solidify Modifier solidifying the wrong way for only a few vertices

texts:
I am  touching up a Jack O'Lantern that I made last year. I put the mouth back and manually de-solidified the thing. After I made my adjustments to the mouth and other minor things I wanted to make it a little more high poly so I added a SubSurf Mod to it. Then I naturally wanted it to be solid so I added the Solidify, but one of the carved out teeth is acting funny and solidifying the wrong way from all the rest of the mesh. I will give the file for you because this seems like a really hard problem to figure out just from pictures and an explanation.

https://www.dropbox.com/s/960ns0jtcsok1nv/Pumpkin%20StackExchange.blend?dl=0


texts: Hiding the Active Movie Clip in a camera track?

texts:
Does anyone know how to hide an active movie clip but still keep the motion of the clip for the camera? Or is there a way to copy and paster the cameras path? Or create key frames for the camera path?

I am trying to do a motion track and get the camera to follow a certain motion path along with the clip so when I drop in particles they react with the camera but i do not want to see the active movie clip. I'm trying to just render the particles. I do not have much not knowledge in motion tracking and so trying to get the two things separated is getting a little frustrating. I pretty much want just particles in alpha space but reacting in the same way as if the clip is still there.


texts: When I export my 3D model with shape keys, The exported fbx doesn't include the shape keys. How may I fix it? here is what I have made


texts: How do i export a blender animation to a 3d pdf?

texts:
Is there any way to export an animation made with blender to a 3d PDF?

I have several objects (up to 30) in my blender file. I set two keyframes (at 0 and 250), so that every object has two positions. The animation moves every object from start to end position. The objects have no textures. First, i only need to export that objects and their animated moving to the 3d PDF. I want to transfer the information of the blender-animation to the 3d PDF! It should not be just a static 3d model.

Thanks! :-)


texts:
I am rendering a shoe by stitching its parts and displaying on the browser, as shown in the screenshot.

How this works is, a python script reads the blend file containing the shoe model, and spits out each part of the shoe as a .png file. This is again stitched back at the frontend. I am however having a problem while rendering the shoe in certain angles at the frontend, for instance the back-view angle as shown in the below image:

For this angle, I want the part SHOE-FRONT rendered partially as shown in the screenshot below, so that there is no overlapping when these images are stitched and displayed to the user in the browser.

It is however, getting rendered as shown below:

This is creating a overlap between the SHOE-BASE and SHOE-FRONT when displayed in the browser. This is just one use-case. Similar kind of issues exist for every angle of the shoe displayed. I want my blender python script to render the mesh models in a partially visible manner, only those that is visible to the user when viewed in a given angle. Can this partial rendering of a mesh object be achieved with blender python scripting? I tried playing with transparency and alpha modes. But no luck.


texts:
I've looked everywhere on how to do this shape, and the closest I can get is to a spring shaped item. Whenever I try to manually do it by extruding I don't get the exact look I want. Anyone know an easier way?

https://gyazo.com/49cdb8ec0b285802a7bdb1e05f52dc07

( For those who can't use the link, the shape is kinda like a Unicorn horn/cone shape but with it twisting around and around. )

Thanks!


texts:
I already model a car for my racing game.I want to make the tire spin without seperating the tire from the car.

im using blender 2.79b


texts: Boolean Difference only cuts my main object, doesn't delete any vertices

texts:
I've added a torus and and then a cylinder to the middle of it and tried to delete the cylinder from the torus, but instead of deleting the vertices within the cylinder object, it just makes a cut through the torus.
I've tried recalculating the normals of both objects to be outside and then inside (same for each). I've deleted loose vertices (there shouldn't have been any, but the torus had a few).
I tried triangulating the large faces on the top and bottom of the cylinder.
I've made sure the cylinder overlaps the torus in the z direction by a lot.
I haven't modified either object in any way other than through their numeric parameters (scale, dimensions, etc).
I've applied all transforms.
Any insight as to why these two basic meshes created by Blender itself won't boolean difference?


texts: Soft Body - Preserve Volume when deformed

texts:
I'm not seeing a way to preserve volume when deforming a soft-body object. All I can find is the constraint modifier by the same name, but that is not relevant.

Surely this feature is supported? It would be difficult to accomplish a lot of effects without this.


texts: How do I Include scene.camera name in render output filepath?

texts:
So I have multiple cameras for different angles in my scene. I want the output file to be something like: renders\CAMERANAME\framenumber.png
It would be nice if this could be done automatically - currently I'm just typing the camera name in by hand, but I would like to streamline this so if I switch cameras it changes the folder for me.
I have been trying to use python but I am not very good and not sure how to do what I want.
this is as far as I got(not very far haha)
import bpy
import os

scn = bpy.context.scene

path = scn.render.filepath
cam = scn.camera

scn.render.filepath = path + cam +scn.frame


texts: Assemble / Disintegrate with Animation Nodes

texts:
I would like to assemble an object made of Polys but I get stuck because the integration does
not stay.
At the moment I use the Offset Polygons Node to set the scale of the Polys influenced by a
locator object and a Point Distance Falloff as seen in the image.

I can reverse the falloff by an invert node that gives me what I want, but because its a
Point Falloff it does not stay,.
the directional Falloff is close to what I want but I would like to have it starting from
a point and not going in a fixed direction. directional Falloff is way to "directional"

the main goal at the end is injecting the object at different points and let the scale "grow"
till comlete visibility.


texts: Animation by adding points to a curve, with Python?

texts:
I’m trying to make an animation by growing a curve.  I have a python script like this, which is based on http://blenderscripting.blogspot.fr/2011/05/blender-25-python-bezier-from-list-of.html

import bpy
from mathutils import Vector

w = 1 # weight
Scale = 0.03

def readCoords(filename):
    with open(filename, 'r') as File:
        Coords = [[float(x) * Scale for x in line.split()] for line in File]
        return list(map(Vector, Coords))

ListOfVectors = readCoords("/Volumes/Stuff/3d/Lorenz/3d-data.txt")

def makePolyLine(objname, curvename, cList):
    curvedata = bpy.data.curves.new(name=curvename, type='CURVE')
    curvedata.dimensions = '3D'

    objectdata = bpy.data.objects.new(objname, curvedata)
    objectdata.location = (0,0,0) #object origin
    bpy.context.scene.objects.link(objectdata)

    polyline = curvedata.splines.new('NURBS')

    for i in range(len(cList)):
        # bpy.context.scene.frame_set(i+1)
        if i > 0:
            polyline.points.add(1)
        x, y, z = cList[i]
        polyline.points[i].co = (x, y, z, w)

makePolyLine("NameOfMyCurveObject", "NameOfMyCurve", ListOfVectors)

Basically I read the coordinates of points from a file, and add them to a curve in sequence.  My question is, how can I animate this process (eg. add 1 point per frame)?  I notice there’s a build modifier, but I want precise control on this, so that I know the exact coordinate of the end of the curve at each frame.


texts: Applying a displaced texture to a complex object

texts:
I'm referring to the displacement modifier in Blender Render in this case because I want this 3D printed. It's purpose is to mask the layer lines produced from an FDM machine.

I'm trying to add a displaced wood texture like so:

Onto a complex object like this:

I tried the displacement modifier and texture painting but the results were sub par and inconsistent. Whats the best way to apply a realistic texture to an object that will actually displace the mesh geometry?


texts: Extending an F-Curve in a certain channel

texts:
I am animating this long walk for a character. And it is super easy to duplicate the keyframes of the walk cycle. But I'm facing the challenge of keeping the Torso (The Root) consistently going forward on the Y axis. I am not a big fan of NLA. And I also want to add some nuances to the walk throughout the animation, so for me the Action Editor is a no go.
In the Below Image on the Graph Editor, I managed to manually duplicate the Y keyframes from 1 to 41. At frame 41, the walk cycle ends and I have to repeat it a couple of more times. But unlike the rest of the walk cycle keyframes, the Torso's are not stationary and they have to dynamically translate along the Y channel. Is there a way I can extend "prolong" this curve consistently across in the Y Location Channel?
I also attached the Blend file for your reference.
https://www.mediafire.com/file/tsdmfmr9h1ii44i/Blender+Exchange+File.blend/file


texts: Kind of "apply" for a clamp to constraint?

texts:
I have a low-poly bridge model whose poles are positioned using Clamp To constraints and a corresponding curve:

What I am looking for is a way to remove the constraints but to keep the position of all objects at the same place it was with the active constraint. Something pretty similar to applying a modifier but for constraints.

Maybe I used just the wrong key words for searching but I haven't found any easy way to achieve this. Appears like I have to write a python script to get this done.

Anyone out there with a more elegant and simpler way to solve this?

Thanks, Kay.

UPDATE:

I did it the way iKlsR suggested and it worked fine. If others need this for a couple of objects, too: You can select all, do the Apply Visual Transform at once and then choose Clear Object Constraints Ctrl + Alt + C to remove all constrains in one step.


texts:
In the camera settings I didn't set anything regarding Depth of Field but it is still really blurry.

I have bump maps included in the sofa, curtains, floor but none is visible because of the blurriness. So I thought maybe it is bc of the distance of the camera but that didn't work as well. Samples are at 1048.


texts: When I render something, there's an indent in the model, but when It's not rendered there is no indent. how do I fix this?

texts:
I just can't find what's wrong

Here's the file of it, if that can help with it


texts:
I’m looking at making a music video with blender. I’m fine with modelling but I’ve never really done much in the way of animation,

I want the video to consist of a camera following a road From an  isometric perspective.

How should I approach this?

i don’t want to model 3 minutes worth of road with all the buildings so I’ll need some sort of looping.

Any tutorials I should look at? Any keywords?

Thanks from one of those annoying newbs


texts:
How can I return the playhead frame number position, in the VSE, to a variable in script?

I'm not sure where in the API to look.


texts: Texture Painting : Brush Looks Like Squares

texts: I'm trying to paint my model but... Why does my brush look squared?


texts: Quickest way to create a color gradient texture

texts:
What is the easiest way to create a color gradient texture in blender?

Original Question:

I want to apply a color gradient texture to an object, but I cannot figure out how to do so. I have read several guides that point to a "gradient texture" texture type when using the cycles render engine, but it just does not exist in my version of blender. I have tried switching back and forth between rendering engines, restarting blender, all sorts of stuff.

I am using Blender 2.74 in manajaro (arch linux based distro).


texts: Blender Cycles Jagged Edges On Basic Shapes

texts:
I'm fairly new to Blender and just wanted to create my own mockup for my designs but I'm having some trouble with these renders. I tried looking for solutions but a lot of examples seemed to be doing something far more complex than what I'm doing.

As the title says, I see some jagged edges these images even when they're not zoomed in. I did an a smooth shade on both squares and used Edge Split after. The square in the far left does not have a modifier while the one on the right has a edge split modifier.

Material-wise, I only used Principled BSDF. The background color is #000 with specular and roughness turned down to 0. While the squares have the default settings.

I understand that it's a raster so pixelation will occur once you start zooming it way too far. But as it is now, I can see the jaggedness even when it's zoomed out. So I was just wondering if there's a way to smoothen these jaggedness.

I would appreciate any help in getting this thing sorted out. Thanks again in advance.

Blender File

Google Drive File


texts: Only part one part of the model is being rendered

texts:
I’m trying to do is a very simple animation: a mesh, a moving 3D–animation of a mouth. It has two layers: one is the lips (red), the other is the inside of the mouth which is black. Consequently I have 2 materials under the material slot. Under the mesh slot, I’ve connected the two parts of the mouth as a vertex group. I’ve created 2 shape keys: one for closed and one for open. These values are keyframed and will eventually be baked to a sound file, making the mouth move in sync. Everything looks fine and dandy when I play the animation. But when I tried to render it, all my previous problems seem very light indeed. First I couldn’t render anything at all. Finally I found a post saying and should uncheck the compositing and the sequencer. That made the trick. Almost. Problem is, it only renders the red part of the image. Can someone please help me out. Please?

I'm attaching one image, it seems that it is the limit here? I can supply more if needed


texts: Rounded Corners Are Way To Sharp and Ridged

texts: I'm trying to render some product images for my app with a model of an iPhone. During rendering, I've realized that thr corners of the device are WAY to sharp and ridged. As you know, an iPhone's corners are smooth and round. What could I do to fix this? I attached some images to show the issue.   I am using Cycles.


texts: What's the name of this tool of Blender?

texts:
That tool/mode where you have a background image and you can start modeling things, create meshes and etc. using that image as reference?
Also: Can ANY image be used in this mode/tool?


texts: Blender to UE4 animation import is fine but it appears on its back and I get the error "import bone transform different from the original"

texts:
This is driving me insane. Ive been researching this animation technique since I was a child and last night something clicked in my head where I thought to myself I'd finally have it but then this happens.
Im not even doing anything fancy here. Im just making a simple third person character to make some simple base mechanics.
What Im doing for now is using a mixamo character, I added my own simple IK bones to the rig - a standard hand control bicep target foot control knee target system you see in every rigging tutorial. I did nothing to the weight paints that came with it. For exporting I make sure its face shading, disable leaf bones with deform bones only and Ive tried every result ive found on here. Im using 4.24.3 but I know this issue has been around forever because of blenders weird FBX system
So far whats happened:
-Ive realized that one of my IK bones was deform by accident so I remade the model. Same result happens : On import the model lies on its back, I get a message saying the import bones are different
-Ive applied scale : Same thing as before but the armature is super tiny now
-Ive applied rot : On import the mesh turns into this weird ball thing
-Occasionally if I switch to a tab like modeling, the armature deforms like its being pushed back. I can easily set it back in place with a ctrl + z or "reset pose" but I think it hints at a bigger problem with the rig (its not doing it right now, conveniently when I need to take screenshots(
Id make my own mesh and rig but this is really just a concept that I want to experiment with. I obviously import using a skeleton asset. I highly doubt it has anything to do with the rig/model too because I can easily retarget the default character animations to the character without problems
Im using the Dummy model from mixamo so maybe its just a problem with that? Does anyone have a trusty simple low poly man that they use without any problems?


texts: thumbnails display mode, can we change pangram?

texts:
When I open the font libray, in the thumbnails display mode, I asked me if there is any solution to change the language pangram of the representation the font:
I mean: can we change, for exemple, the sentence "AaBbCc The quick brown fox..." into ; "GgOoDd Pack my box with five dozen liquor jugs"?

Thank's a lot!


texts: Multiple GTX 10xx No GPU devices in Cycles Compute Device

texts:
I have 4 Geforce GTX 1080.
Nvidia 378.66 driver
Windows 10 64bit.
Blender v2.78b

Blender User Preferences -> System -> Cycles Compute Device -> None

Cycles render does not recognize my 4 Geforce GPU boards. I worked in previous Nvidia and Blender versions.

Therefore the GPU Compute under render settings is also grayed out.

I see that my original post has been marked as a duplicate but the solution to post GPU compute grayed out is not applicable to mine.

I have no CUDA option in User Preferences -> System -> Cycles Compute Device
It says "None" there

Solutions?


texts: If I look a fresnel node trough an emissive shader what reflectance curve do I see?

texts:
Pretty all in the question, but to add a bit of detail, I'm asking this regarding to the reflectance curves of refractive.info website wich have P/S/non polarized curves.

I'm using Cycles fresnel to a color input of an emission shader.

Edit:

In fact I must be more precise, I'm looking without any transformation in the color management, so pure data, and I know I will not have the exact reflectance curve with this scene.

To be more precise, those are the curves I'm speaking about:

And to respond to @JtheNinja I assume the k fresnel coefficient extinction is the part of the curve that drop down before jumping to 1 on the P polarized.
If I'm right about the k, we have this hardcodded to the fresnel node:

My curve is x compressed at the end because it's hard to deal with grazing angles and making a linear progression. But you can see the curve drop down even with the default fresnel node.
At the begining I was choosing the non polarized but looking at the fresnel curves I have, they look closer to the P polarized, so the question remains.
What are P/S and non plolarized and which one to choose if I what to make fresnel with RGB curves?


texts: Border Select keyframes in Action Editor

texts:
I am having trouble selecting multiple keyframes in the action editor spread over multiple channels. I have tried with all channels selected/deselected but with no luck. Is there a trick in order to get border select working across multiple channels.

Here is my attempt to border select, after which I individually select keyframes.


texts: Loop selection if Vertices have less or more then 4 faces

texts:
Link to this video

How Blender Guru selected Loops with vertex which has five contiguous faces. When I try to select Loop with vertex which has more or less four vertex Loop selection are breaking on this Vertex

Okay, but what is a difference in my case, why here I can't select all Loops, it breaks right in vertex which has five faces.


texts: Polygon and Vertices count for Blender 2.9?

texts:
How can I find the polygon and vertices count for all the objects in the scene in Blender 2.9? It used to be on the bottom right corner, but in blender 2.9, its not there. Here is a screenshot. The top screenshot is Blender 2.83, and the bottom one is Blender 2.9.
Thanks


texts: My Cycles render is not showing any lights or textures suddenly, working fine in evee and material preview

texts: I'm using blender 2.83 and whenever i switch to the rendered view in cycles it stops showing any texture or lights, it is working okay in evee and material preview, i tried 2.82 version as well, it does the same thing, but if i open a new scene the rendered view works fine and it was working in my scene before as well


texts:
In experimental render mode I tried to combine micro displacement and normal map. This has been a common workflow for high Quality materials in other 3D applications.

While I can render normal map in supported mode:

in experimental mode it turns object very dark (this is not the issue of object/tangent space, you still can see object little bit)

not much changes when I add displacement

turning normal map off, the objects reappears with displacement, I miss the fine detail of normal map however

Small remedy is that you can plug bump map into normal shader node, this adds the finer detail, I find bump maps much inferior to normal maps however.

I have reproduced this bug with other normal maps too. I have double checked that normals are set to non-colour data. Is this well known and reported bug, or am I missing something else?

Thanks a lot in advance.
File:
enter link description here


texts: Texture not applying correctly in Blender

texts:
So, I'm new to Blender and I started to mess around with nodes. And I tried importing a face texture to my head model and it imported it quite weirdly.

Nodes:

Face Texture:

Blender View:


texts:
I've a Toon Link model here. His mouth is a separate object from his face which unfortunately is an issue.

I'm trying to make a render of this model with lamps in Cycles, but the mouth doesn't "blend in" with the rest of his face like it should and does in games.

I tried EdgeSplit in the modifiers and that sort of helps, but the lighting is still a problem.

Here's a link to the model

Any help and tips would be appreciated! If more information is needed just say the word and I'll edit the post, etc.


texts: Exported model + animations from Blender to Unity, but in Unity, the animations seem to have no average velocity

texts:
The average velocity of my running animation.
I don't know if this is a Blender or Unity problem, but I don't know how to change the average velocity on Unity and I don't know if it's possible to edit the average velocity on Blender The animation is standing in place though, but I thought that Unity was calculate the average velocity for most animations.


texts:
I made a high poly model and then baked its textures onto a low poly model.
Now I want to give another normal map's details to the model. How can this be done?


texts: How to Make Joints in Mesh? Distorts when I rotate in pose mode

texts: See how that part of the mesh distorts when I rotate The hoof bone? I'm trying to figure out why it's doing that and what I can do to fix it. From my understanding, it should be properly rigged to that part of the mesh, but I am new to blender, so I could be missing something.


texts: Mesh issues after using boolean modifier

texts: I've been following Blender Guru's anvil tutorial, and although I have a (seemingly) ok mesh, the subdivision modifier isn't  working correctly, as I get a hard seam where the area carved out by the boolean modifier is. I've attached the Blend File below if anyone would like to take a look at it. Thanks


texts: Why do some selected objects have a yellow outline and others have an orange outline?

texts: Whenever I select an object in Blender it will be outlined in orange or yellow. How is it decided which colour will be used for the outline, and what does each one mean?


texts:
First character and keep hitting problems.
In Blender 2.79 I am using the Rigify_Cat armature and having trouble with the tongue.  For reference this tutorial is being referenced at about the 39 minute mark.
For some reason I have not been able to figure out the tongue refuses to automatically weight to the tongue control bones.  No error message pops up but when I pick the mesh and go to Weight Mode it just shows as a black mass.

Does anyone have an idea what might be going on or suggest a better method to connect the mesh to the controllers?

BLEND FILE


texts: Eevee - Viewport Render image vs F12 rendering (speed)

texts:
I wonder why Eevee renders slowly when pressing F12, while viewport rendering does the same exact picture (down to the pixel) but takes less than a second.
Where are these seconds lost ? What kind of computation is the CPU-GPU doing that makes me wait to finally display the same picture as "viewport render" ?
It's annoying because I would like to use the compositor (not compatible with viewport rendering) while keeping fast render times (for a still image, 1 second vs 15 is not an issue, but for animations it's more a problem).


texts: How to change the model via python in blender?

texts:
I found a project on github at https://github.com/eFFeeMMe/bge-traffic. I can run this model on the blender game engine successfully.
There are city.py,cityengine.py and makecity.py in the project.I guess the makecity.py is the main code to grnerate the city.blend.Here is the code:
    import bpy

def instances_from_ascii(txt):
    becomes = {' ': 'tile_Grass0',
               '-': 'tile_RoadH',
               '|': 'tile_RoadV',
               '+': 'tile_RoadX',
               '0': 'tile_Building0',
               '1': 'tile_Building1',
               '2': 'tile_Building2',
    }

    cell_w = 2.
    cell_h = 2.

    lines = txt.splitlines()
    h = len(lines)
    w = max(len(line) for line in lines)

    grid = [[None for y in range(h)] for x in range(w)]

    for y, line in enumerate(lines):
        for x, symbol in enumerate(line):
            obj_x = x * cell_w
            obj_y = - y * cell_h # So that when in default blender game projection, orientation is like text
            if symbol in becomes:
                group_name = becomes[symbol]
                bpy.ops.object.group_instance_add(group=group_name,
                                                  view_align=False,
                                                  location=(obj_x, obj_y, 0.))
                grid[x][y] = o = bpy.context.selected_objects[0]
                bpy.ops.object.game_property_new(type='STRING', name="adj_e")
                bpy.ops.object.game_property_new(type='STRING', name="adj_w")
                bpy.ops.object.game_property_new(type='STRING', name="adj_n")
                bpy.ops.object.game_property_new(type='STRING', name="adj_s")
                o.game.properties['adj_e'].value = ''
                o.game.properties['adj_w'].value = ''
                o.game.properties['adj_n'].value = ''
                o.game.properties['adj_s'].value = ''

    # Setting graph links. Sadly, grid[w-1][h-1] won't be linked.
    for x in range(w - 1):
        for y in range(h - 1):
            o = grid[x][y]
            if o:
                a = grid[x+1][y]
                b = grid[x][y+1]
                if a:
                    o.game.properties['adj_e'].value = a.name
                    a.game.properties['adj_w'].value = o.name
                if b:
                    o.game.properties['adj_s'].value = b.name
                    b.game.properties['adj_n'].value = o.name

instances_from_ascii("""
11201101201201201101210202101020121
0        |     |     |            0
2        |     |     |            1
1        |     |     +-----+      0
1   1    |     |     |     |      1
0 0   2  | 10  |  0  | 1   |      2
2    1   |  2  | 2   |  2  |      1
0      20|    1| 1   |   0 |      0
0 21 01  | 012 | 0 21|102  |0     2
1--------+-----+-----+-----+------1
0      22|     |     | 12 0       1
2        |     |     |0    21     1
1        |     |     |   1 0      1
1        |     +-----+------------1
1        |            1           0
""")

Now I change the text such as change '0' to ' ',but there had anything changed.How can I change the city?How did it generate the city.blend?


texts:
So a got a some mesh here:

And when i click E to extrude it doesn't do it and i get some sort of a division:

And setting up Origin to Geometry makes the plane dissapear. Any help?
Moving the object with G also makes it dissapear.


texts: Why the mapping/coordinates/size have no effect on displacement modifier texture?

texts:
I am coming from 3ds max and spent all night long trying to understand how the texture mapping work specially when use in the displacement modifier.

When i adjust the texture size in mapping only the image change and not the displacement.

I know there is another tab call image mapping where i can change the size of the texture but it is less convenient than the mapping tab where i can scale the texture in the negative.

Here a gif to explain it more precisely :


texts: Texture paint resolution stepping artefacts

texts:
I am currently painting a face bump map in blender. On the image you can see these lines that appear on for example the nose from the painted bump. The model is low res since this wouldnt change anything in the texture. Even without a brush texture these artifacts appear. I tested a 4k and an 8 k image but there was not even a difference..

Hope someone knows the problem.

Maybe one more: Is it better to paint the details of the skin or with sculpt and then bake an image?

32-Bit Float image


texts: Can't find a control for size under physics in the particles panel

texts: I'm following Andrew's Blender Guru beginner tutorials, and I'm working on particles right now. The problem is I can't find "size" and "random size" options under physics in the particle panel. I can see it on Andrew's tutorial but I can't find it on my own software.


texts: I have an object representing a room. I want to cut a door on it. I planed to use knife tool, because I do not know any better for this - any other (or "proper") idea would be good too BTW. I want to move X units from the corner on the bottom edge and make a cut from there (green dot) to the top. How can I do this?


texts:
I have been using right click for placing the pivot point on both 2.7 and 2.8.
I just loaded default settings (2.8) then I get a context menu when I right click on the mesh.

I used to select an edge and right click near it and use my move/rotate/scale tool now I get an object context menu in edit mode. To be honest, I must have gotten over this problem when I started using 2.8 a few months ago. Now I cant fix it.


texts: Curve and array modifier is distorting the shape

texts:
I have a Hexagon turned into a curve shape, and I'm trying to make the sphere go follow the curvature, I add the array and curve modifier then select the Hexagon but the sphere shape gets distorted. I also added more segments in case it would correct this issue, but the sphere shape becomes even worse.
How can I fix this?
Thank you.


texts:
So I'm trying to create a new icon, and I've managed to use curves to successfully create the object in a 2D sense, but I want to be able to give it a domed appearance. I know I could extrude and bevel, but the sides will be pushed out and it will make the image seem like its a marshmallow. If I extrude and scale, the separate parts of the plane will scale based off of the cursors location. Heres a screenshot of the plane:

I want this face to be domed. How can I do this?


texts:
I want to make a plastic wrapped packaging as shown in the photo. its wrapped and folds on sides towards the back and overleaps.

where should i start? I tried playing around with vertices in edit mode after adding a simple box, but i am having problems with getting the realistic fold effect. thanks


texts:
It there an example of setting the parent of one shaderNode with another?

Here I am trying to make the Bsdf Principled Node  the parent of the Material Output node.

    mat = bpy.data.materials.new(mat_name)
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
    m = nodes['Material Output']
    d = nodes.new('ShaderNodeBsdfPrincipled')
    mat.node_tree.links.new(d.outputs['BSDF'], m.inputs['Surface'])

    d = nodes['Principled BSDF']

    m.parent = d

When I check the value of m.parent before the assignment and after the assignment the value returned on None

I would have thought that the parenting and child process of Node should be intrinsically built into blender and if something has an output that comes from an input the parent/child relationship. I suspect blender only fills that in when you edit it through the GUI and not via python.


texts: Path Bevel With Different Thickness Along the Vertices

texts: Hi guys I have a path that generates a extrusion from a Bevel Object, but I need certain vertices with different bevel size. I tried to select the vertices, I can tilt them pressing Ctrl+T, but I cannot change the size of the generated bevel in that specific point.


texts: I'm working on a lego mini figure to make some fun animations, but rigging the hand of the lego man isn't going too well, at first the hand looks good and nothing sticks out of the arm. When i start to rotate the hand, the back of the hand sticks out the side of the arm, is there a way to make a simple rig to fix that? the hand is parented by a bone relative, I've tried using envelope weights and automatic weights


texts: What's the most robust way to bake Metallic map in 2.8? Using python

texts:
I'm making a small script just to speed up the baking process of the various textures maps needed in game engines. I've got my normals, diffuse, and roughness maps mostly figured out but there is no metallic bake type in blender as of now. I know I can plug whatever is plugged in my Principled BSDF Metallic input into a Diffuse node and bake it without lighting information to get my metallic map but what if I make multiple Principled BSDFs and Mix Shader nodes in my material? Not so great as you can see. What would be a more robust way to get my metallic map through codes in the minimum amount of lines and working 100% of times?

Current code (still have to add all the baking process and saving the images but the jist of it is there)

import bpy
Scene = bpy.context.scene
obj = bpy.context.object.name
mat = bpy.context.object.active_material

loc = [0, -500]
size = 1024*2

map = "Diffuse"
node = mat.node_tree.nodes.new(type="ShaderNodeTexImage")
node.name = obj + "_" + map
node.label = obj + "_" + map
node.location = loc
loc[0] = loc [0] + 300
img = bpy.data.images.new(obj + "_" + map + "Tex", size, size, alpha = False)
img.colorspace_settings.name = 'sRGB'
node.image = img

Scene.cycles.bake_type = map.upper()

map = "Roughness"
node = mat.node_tree.nodes.new(type="ShaderNodeTexImage")
node.name = obj + "_" + map
node.label = obj + "_" + map
node.location = loc
loc[0] = loc [0] + 300
img = bpy.data.images.new(obj + "_" + map + "Tex", size, size, alpha = False)
node.image = img
img.colorspace_settings.name = 'Non-Color'

map = "Normal"
node = mat.node_tree.nodes.new(type="ShaderNodeTexImage")
node.name = obj + "_" + map
node.label = obj + "_" + map
node.location = loc
loc[0] = loc [0] + 300
img = bpy.data.images.new(obj + "_" + map + "Tex", size, size, alpha = False)
node.image = img
img.colorspace_settings.name = 'Non-Color'


texts: How come my keyframes don't show up in graph editor?

texts: I am using a Python script to generate keyframes for materials(changing the strength of emission node over time). I use the same script to set up keyframes for material A and material B. I can see keyframes for both material in NLA editor but only keyframes for material A show up in the Graph editor. Did anyone have the save problem? Is it a bug or did I do anything wrong? Thanks for your replies in advance.


texts: Shrinkwrap a mesh without "squishing it" for 3d printing, blender 2.8

texts:
questions similar to this have been asked on here, but either it was prior versions of Blender and buttons are missing now, or it didn't exactly answer it.

What I'm trying to do is apply a "decal" of sorts to a mesh that I would like to 3d print.  My printer can handle multiple stl files at one time, and in the printer software I can select which stl gets which color, etc..

So I have this scene:

and what I'd like to do is "shrinkwrap" the logo onto the blue curved object in the background.  If it was simply to render, I'd be close to being done.  I can shrinkwrap it and it kinda works:

it turned into a blob, but at least it did what I expected (it shrankwrapped).  The problem is, this new object is infinitesimally thin and I need it to have at least some thickness (so I can assign colored ink to it in my printer).  How can I do that? I.e. how can I not totally flatten it. And ideally using something like shrinkwrap so it would work in other scenarios with possibly more extremely curved backgrounds.

When I try the solidify modifier it turns into a blob, and when i try to just select one side of it via edit mode and then extrude, for some reason it can't select properly.

One other option I've tried is to import the logo .png as a plane and shrinkwrap that.  The result LOOKS much better:

but then I run into the problem of making it "thicker" to be able to print.  When I solidify the object, the entire plane (including transparent parts) thickens, and that would just translate to a big clear square in my printer.

One other avenue that may work (but maybe should be its own question) is that if I could somehow "embed" the logo into the material or texture of that blue object, I could save it as an .obj and my printer can handle that.  So if there are guides on that I am open to it as well.

Thank you!


texts: Build a proper Cycles shadow pass in the compositor

texts:
I am working on a project that requires me to have control of shadows in the compositor (specifically, to darken or lighten them.) In BI, I would simply take the shadow pass and ramp it, them multiply it back in. But my scene involves mesh lights, and the Shadow pass only has Lamps and Environment lighting.

It seems that it should be possible to get the info I need for mesh lights from Direct Passes, and for indirect light from Indirect passes. But I am stuck on how to do this without also getting too much other info from those passes. From googling around, I've seen that others have run into this problem, but I couldn't find anybody that had actually tried to solve it.

Does anyone know a way to do this? Or can it be confirmed that it cannot be done for some reason?

EDIT: It is not enough to get shadows cast on other objects, which is covered by some other answers. I need the shading on each model itself as well. This is not for a shadow catcher, it is for isolating both cast shadows and shading so they can be worked with.


texts:
Although I have used Blender for over 2 years now on this machine suddenly it will not start anymore.
Uninstalling all Blender versions and trying to re-install 2.8 and 2.9 but neither will work.
In Power shell I get this:

Can anyone tell me how to solve this


texts: How to straighten edges when subdivided?

texts:
On the selected faces, how can I straighten the edges to match the reference image? I could use edge loops, but those leave odd looking lines on the mesh.
Thanks!


texts:
I'm trying to make a donut from the Blender Tutorials and I came across an issue I'm not sure what I'm doing wrong, but I followed all the instructions from "Bender Goru" on Youtube.

Whenever I try to the randomize tool with proportionate (O),  it doesn't randomize the whole donut to give off that incing feeling around the donut. And I'm saying if randomize doesn't work now what's the point!!

Only one side goes down and if I select all. All of it will go down without curves.


texts: Is it possible to use "Animation Nodes" when exporting it to a game engine?

texts: I want to export an animation to Godot game engine. Would that game engine specifically support the use of "Animation Nodes"


texts: Blend file opens in 32 bit but not 64 bit?

texts:
I have a blend file I made with Blender 64bits

I recently installed an addon called Blender Sensei Format, I didn't understand the UI and it appeared to append my file I think.

I uninstalled the addon and the file still will not load, it just crashes Blender, I uninstalled blender and deleted all the data and even the registry files, however the file will still not load so i tried the same file on my 32 bit windows tablet and it opens with no issues.

I then downloaded the 32 bit version of Blender to my desktop PC and the file opened again with no issues but still will not load on 64 bits version.

How can i fix this? It's driving me mad


texts: Can I make fully transparent glass with no refractions?

texts: I made a stove. I put a light inside, for the light that's on when you're cooking something. I just found out how to make the window in the door glass to see trough it, but now there's the problem that it's very distorted with refractions and I also can't see the baking tray I put inside. Is there a way to make the glass fully transparent?


texts: Boolean Difference function adding new face unexpectedly

texts:
In Blender 2.91.0 I am trying to make a cube recess in another cube by using the 'boolean - Difference' function.
For some reason blender doesn't take the second cube away cleanly from the first cube. It adds a new face to the front of the remaining cube (see attached pic).
I use 'snap to' vertex to ensure the vertices are all aligned- but same problem occurred.
I made the cube used to apply the difference a little larger to ensure it was outside the flat plane of the first cube, but same problem.
I tried using new cubes, but problem still remains.
I then tried a second cube bigger than the entire face of the first cube and applied 'difference' again, but the extra edge remained.
I want to apply texture to the front surface but the extra face will make alignment difficult. Besides as far as I can see this shouldn't happen.
Any suggestions?


texts: transformation manipulation is not working

texts:
I'm trying to rotate in a direction but it only rotates in one direction. I had tried everything global, local everything the problem is still there.

In the picture, I'm trying to rotate up but it only rotates to the sides.


texts: Looking for the best way to unwrap walls of an Architecture project

texts:
I hope someone can give me a clue on this.

I been using Blender for a while doing architecture projects for Unreal engine

I am happy with the models but I feel stupid when it's time to unwrap it for UV mapping, so I always just make a smart UV projection.

In some cases it works but I want to make things better. I've seen lot of tutorials but they are either too simple like a cube (I understand perfectly how to unwrap a cube) or too complex, like a human head.

I split the house in wall sections with external an internal walls, but it just not clear to me where to put the seams before unwrapping the model.

This is the house I am working in

And this is one of the walls


texts: Animating a mesh deformation using python

texts: I have a 3D mesh in Blender that undergoes some modifications. The mesh is imported from python data. By using a python script, I modify the location of the vertices of the mesh to move them along the normal according to a function which is defined for every single vertex in the mesh. This function is also defined for N frames and determines the amount of vertex translation along the local normal for each frame, i.e. f(iVertex, iFrame). This can create an animation if played from frame number 1 to frame N. In addition, the mesh itself is not translating or rotating and in fact, it is its shape that undergoes gradual deformation and change. I am looking for a strategy that can animate this shape deformation using a python script.


texts: How can I activate various eyedroppers using script

texts:
Now, in order to find an eyedropper I have to click a tiny button, scroll, click another tiny button, click the eyedropper, and THEN I can finally pick a color. I'm aware that with 'E' I can shorten this path a tiny bit, but I would just want a single key-combi for every single eyedropper. ONE CLICK to get the color should be more than enough.
However... I've tried a lot of things now and I can't get it to work.
The first thing was copying the python-tip of an eyedropper (((  bpy.ops.ui.eyedropper_color()   ))) into the console and later into a simple script.
But both come back with {'PASS_THROUGH'}.
I've also tried to put it in a simple Modal Operator, but that gives back nothing.
(I've tried it alone in various places, and in this script here in different places simultaneously. With and without these additions of 'invoke default' etc)
import bpy

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

def __init__(self):
    print("Start")

def __del__(self):
    print("End")

def execute(self, context):
    bpy.ops.ui.eyedropper_color('EXEC_DEFAULT')

    return {'FINISHED'}

def modal(self, context, event):
    if event.type == 'MOUSEMOVE':  # Apply
        self.value = event.mouse_x
        self.execute(context)
    elif event.type == 'LEFTMOUSE':  # Confirm
        bpy.ops.ui.eyedropper_color('EXEC_DEFAULT')
        return {'FINISHED'}
    elif event.type in {'RIGHTMOUSE', 'ESC'}:  # Cancel
        context.object.location.x = self.init_loc_x
        return {'CANCELLED'}

    return {'RUNNING_MODAL'}

def invoke(self, context, event):
    bpy.ops.ui.eyedropper_color('INVOKE_DEFAULT')
    self.init_loc_x = context.object.location.x
    self.value = event.mouse_x
    self.execute(context)

    context.window_manager.modal_handler_add(self)
    return {'RUNNING_MODAL'}

bpy.utils.register_class(ModalOperator)

# test call
bpy.ops.object.modal_operator('INVOKE_DEFAULT')

There's also 2 different home-made eyedropper-like-things floating around as far as I've seen.
here: https://blenderartists.org/t/pick-the-color-of-a-pixel-in-the-image-editor/575317
and here: (shit I've lost the link, will update if I find it again)
But I can't get them to work. They seem to run without crashes, but they don't do anything for me. Nothing changes. And as I can't fully understand what's happening in them yet, I don't know if this could be part of the solution.
I've also searched a little in the source code, and found this piece of code that's in most of the eyedroppers (at least similar):
/* identifiers */
ot->name = "Eyedropper";
ot->idname = "UI_OT_eyedropper_color";
ot->description = "Sample a color from the Blender window to store in a property";

/* api callbacks */
ot->invoke = eyedropper_invoke;
ot->modal = eyedropper_modal;
ot->cancel = eyedropper_cancel;
ot->exec = eyedropper_exec;
ot->poll = eyedropper_poll;

This seems like a way to interact with the API, but I don't know how and if I could use this exactly.
If someone has anything that might even just lead to a partial solution, I'm all ear!


texts: 3d view looks really wonky. All I see is what appears to be the camera view?

texts:
Not sure how I ended up with this view in my 3d view window. I looked at the display in another 3d view and it shows the whole scene, as it should.

I can't see any difference in the display properties.

How did I end up with this wonky view? And, is there a way, short of collapsing that window and re opening it, of getting it back to the "standard" view?


texts: FCurve handles to 3D Bézier spline control points

texts:
I'm trying to export Bézier curve animations from Blender, but i can't seem to figure out how the control points of FCurves should be interpreted.

A Bézier keyframe for a 3D position typically has one vector for the position at the keyframe, one vector for the position of the first control point, and one vector for the position of the second control point. It is easy enough to get the position keyframe from a Blender FCurve - this is just the keyframe values of the X, Y, and Z curves combined into a vector. However, each FCurve keyframe has two "handles", and each handle has two coordinates - the frame on the X axis and the value on the Y axis. This means that each control point has a total of 6 values (2 per channel) governing it. How is this translated into a control point in 3D space?


texts:
I'm using a 3 bone setup. The main bone is for the arm IK while I have two bones for the forearm twist. I tried using copy rotation and other things but the major problem I'm having is once you hit 180 degrees with a copy rotation or any constraint is the bones freak out and reset. I've also tried using  a "track to" constraint but you cant limit that it seems. I would like to try to use drivers or something that can control bone roll (drastic I know) but there isnt anything online explaining how to do that for bones.

Does anyone have a better way of doing this?

Thanks in advance


texts: Rendering only missing frames on animation

texts:
I'm rendering an animation in blender as image files and I wanted to render some parts of it first, just so I can see these particular parts first.
Also, some parts of the animation, I rendered jumping a few frames (with the frames step config set to 3).

Is there a way to easily render only the missing frames? Maybe by making blender read the image files names and identifying the missing ones.

And I wanted to know aswell if there is a way to insert the rendered frames in the video editor but with the "right position". For example, I rendered frames 1, 3 and 5. As I insert it on the editor, the frames 2 and 4 would be blank, but my video would still have 5 frames.

Thanks in advance!


texts:
I am following this tutorial - https://www.youtube.com/watch?v=il7ajiCepus
(note at the 3:12 mark in the video is where the step I need help is)
I need to put a logo onto a trophy I made in Blender. I am following all the way to the point where in the tutorial he says to switch the mapping to UV. But I dont see a "mapping" window like his. I have Image Mapping, but no plain Mapping window. I really need help to get this done. I am on a deadline for a championship football game film. I got the trophy all set, I only need to get it textured and get this logo on there and I can finish.


texts: How to connect a circle to a grid with even topology?

texts:
I'm trying to connect the pieces shown below together seamlessly, but I can't figure out the correct way to do it.

I have tried a bit of everything, but nothing seems to give me the result I'm looking for. The face density should look even and there shouldn't be any odd geometry. Below is how I've managed to make it. However, I'm really unhappy with the result as there are ugly tris that stick out - they affect shading, among other things.

How would one go about this? I've been trying to figure it out for far too long now.

EDIT:

How would I do this as illustrated by an answer below? Because of a higher polygon density I can't do this by hand everywhere as it simply isn't efficient.

My mesh is rounded as shown below. Think of it as being a part of a sphere.


texts:
Is there a way to add colors of objects when they are in front of each other from the camera?
(Maybe some freestyle option)

Like for example, a yellow plane moves over a blue Text, instead of disapearing, the Text turns green where they overlap.


texts: imported STL file -> textured added not displayed

texts:
I am new in Blender. I used Blender 2.91.0 under windows 10. I designed a basic cube in Onshape (kind of solidworks software) and exported as STL file. I imported this part in Blender, applied an image texture (in base color) but the texture is not displayed. If I do the same think with the startup cube already created in Blender, It works properly. See below some screenshots. Any ideas why the texture cannot be seen on STL imported part?

Following your recommendation,  I applied an UV unwrapped and the texture is now displayed but how to have similar pattern that for the other cube?


texts:
What I'm doing:
Running a script from the Scripting workspace in Blender UI.

What the script does:
There is a main 'for loop' that append objects one by one from another .blend file and render them individually.

What's my issue:
Sometimes I want to stop a script before it end because I'm not happy with the renders. When a script is running you can't access Blender UI (it's basically frozen), therefore I have two options to stop it. Shutting down Blender or doing CTRL+C in the System Console. Shutting down Blender is annoying, and CTRL+C doesn't work when Blender is currently rendering (<- this is important!).

What I want to be able to do:
I want to find a way to stop Blender from rendering in order to access Blender UI faster and make my adjustments before starting the script again.

Typical code line that handle my renders:

bpy.ops.render.render()

I'm not going to post any more code than that, the rest is irrelevant. If you are after the bounty just create a basic scene and render it from a script with the line above and see for yourself how the UI freeze and you can't do anything to stop the render.


texts: Is it possible to automatically clear unused areas of a texture map with default Blender tools?

texts:
I'm a very basic noob in Blender, and I've been unable to find a solution to my goals.

I have a basic model and I'm adding a texture, so far so good. The screenshot is a mock-up, not the real thing, but it serves a purpose.

There is often a lot of wasted space in a texture, so it looks something like this:

I see some lovely uvmaps, with nice clear space around them, like this:

My question is, essentially, how can I achieve something more like the gun model uv map / texture using default or freely available Blender tools for 2.79 or 2.80?


texts: How would I make these parts of this pocket watch?

texts: You guys have been super helpful so like the neighborhood cat who you fed once... I'm back for more. I'm wondering how I would do these two parts of this stop watch. Specifically that sharp curve that comes up from the body and the handle that the chain clasps on to. I have an idea on how to do the gear turning knob and the two structures on either side of it, but if you want to show me the technique to mold those I won't be unhappy. I'm trying to learn proper technique since I've only been using Blender for two weeks now. Don't want to get any bad habits. Thanks again!


texts:
These are the settings of the flow object and the domain object.

I think I got all the settings right but every simulation I bake does not show the fluid. I tried restarting blender but it keeps doing this. I checked the 'liquid' tick box and it was enabled. I just can't see anything even the atom-like particles. What could be the problem?


texts: (Brand new to Blender) Background image wont render with model

texts:
Firstly, I apologise, I know this gets asked a lot and I've read through other answers, but I'm still not getting it. As far as I can tell I've done everything right. Can anyone see what's missing? That's a model of a moa that I'm trying to drop into a short film, but at this stage I'm just working with a still for the sake of colour matching. Basically, I hit "render" and just get the bird without the background... like I said in the title, I'm brand new to Blender so it's probably something fundamental.

Thanks in advance.


texts: Black Cube instead Quick Smoke in Cycles

texts:
Just did one tutorial from youtube with colored quick smoke in Cycles and everything goes well and in render view it show me my smoke and i even render it in low quality to look how's it.

After i bake my simulation... Now i can't see what's happened, because i see only BLACK CUBE (smoke domain) and when i start render it just a black cube...

I made this in cycles from the beginning and it's cpu and it used to work fine.  Does someone know what's happening.


texts: How to separate texture-alpha without premultiplying the color?

texts:
I want preview some game assets via Cycles for the game Space Engineers. The game uses packed .dds textures where the color and alpha channels store unrelated information: diffuse color + metallness, normal map + glossiness (roughness, inverted).

I think my problem is this documented behavior of image-texture nodes:

  Color output:
  RGB color from image. If the image has alpha, the color is premultiplied with alpha if the Alpha output is used, and unpremultiplied or straight if the Alpha output is not used.

The result is that my shader nodes produce some strange artifacts when I use both image-texture outputs:

If I extract the alpha-channel of the textures into separate files and plug those in, the problem goes away. But I don't like doing that because it introduces an otherwise unnecessary conversion step to my workflow.

Here is what I already tried:

Making sure Alpha is set to Straight for each image. I think that only affects how Blender treats the data it reads from file, though.
Load the .dds into two separate image-datablocks. The first image has Use Alpha disabled and provides the RGB channels. The second one has Use Alpha enabled and provides the Alpha channel. This resulted in largely the same problem because it seems Blender optimizes internally and loads the same file only really once. I think that because toggling Use Alpha seems to affect the image-data of both images (without reflecting that in the UI).
Use a MixRGB node: Add the color (0,0,0,1) to the color output and clamp the result. This shouldn't change the color (because adding black does nothing) and remove any transparency (because 1 + anything is 1 when clamped). Sadly, that didn't do anything.

Am I out of luck and using the alpha output simply cannot be done without affecting the color output?


texts:
I was watching Blender Guru's tutorial for making donut and coffee with plate, but when it comes to curving the coffee plate, I grab part of it (with Proportional Editing switched to sphere) the whole plate comes along and nothing curves.

I followed all steps including adding loop cuts and pressing I to do the thing which he showed.


texts: How to fit an image to the UV Editor window's borders?

texts: I try to place the rendered image inside the UV Editor window so it fits its borders precisely. Unfortunatelly it isn't possible using a Mouse Wheel. Are there any ways to do it?


texts: Issue with baking high to low poly normal map

texts:
I'm attempting to bake the high poly version of the sculpt into the normal for the low poly version. The high poly hand was imported as an fbx into the low poly scene. The low poly hand has been unwrapped.

Any help would appreciative, even if it's just getting me to ask the right questions when trying to problem solve in blender.

Screenshot:

File: https://www.dropbox.com/s/df7h2htauk2ncxy/hand-badnormal.blend?dl=0


texts: Background Image vs Reference Image - What are the pros and cons of these methods?

texts:
There seem to be 2 ways to add reference images in Blender as shown here https://youtu.be/PTxWKZZbIvU
Firstly you can hit Shift+a>Image>Reference, and secondly you can select a camera and in the Object Data Properties section there is "Background Images" which does the same thing. What are the pros and cons of each approach?
Also, How do you add a background image to the orthographic views?


texts: I cant use dyntopo because it reacts very slow

texts: In sculpting mode, when i enable dyntopo and click on a brush the whole sculpt degrades to a very low resolution and when I draw on it affected area becomes por low poly! I tried changing the size to 2 or 1 then, blender lagged so much! It took 8-10 seconds for blender to respond after each stroke with dyntopo! Im on a Ryzen 5 3400 processor 8GB ram and no graphics card!  Is it because of my potato computer or is there any other fixes for this? Thanks!


texts: VSE: How can I cache 3d scenes for faster editing?

texts:
I'm editing a bunch of 3d scenes in the sequencer right now and naturally they won't play back in real time.
Is there a way to cache the render?

Thank you!


texts: I have a problem with my interior design render. I use some textures on tiles (cuboids). And on one camera view they render textured, but on the other - at copied objects with the same material, but in different location and rotation- they render black. The normals of the objects are fine. I copied my scene to another file, and as I rotated everything in the scene 90 degrees, the objects that rendered black were now perfectly fine, while the ones that previosly were textured, rendered black... I use cycles as my engine. Does anyone have a clue what is going on?


texts:
I am looking to replace an object with another object during an animation. I want the original object to be in the animation up until I 'replace' it. I do not want to replace the original object throughout the entire animation.

What I am doing is essentially sliding letters onto a cylinder, and they are being spun around the cylinder. (Like at a playground, cylinder goes through the middle of the letter and you can spin it). By the way, each letter has been converted to a mesh (so I could animate them)

Example:
--WOW--
--YES--

I want wow to be visible (staying still), and then animate the letters to be spinning. During the spin animation I would like to replace the first W with Y, O with E, 2nd W with S. Still spinning. Letters stop spinning to say YES.

I have found multiple explanations for how to replace an object throughout the entire animation, but not on how to do the above. I'm not sure what the best way is to go about it, is there a way to "replace" the letter so it stays in the same spot, and continues the animation (almost) seamlessly - using a keyframe to set when the letter gets replaced, or make the 1st set of letters somehow go instantly invisible, with the new set becoming visible during the same frame?


texts:
I've added bones to this mesh that I downloaded online and for some reason when I move some specific bones it moves other stuff, like eyebrows. I'm not that experienced yet I know a few things here & there, so it would be nice to explain it in simple terms.

There are 4 images showing whats happening https://imgur.com/a/3WPfBXB

(I've seen others mention vertex groups in other threads but I don't know what a vertex group is...)

Cheers!


texts: Equivatlent to 3dsMax’s “Expose Transform”?

texts:
Is there any possible way to get access to an object's rotation, in its parent's space, to use in a driver when it is being driven by a constraint like "Track To"?
In 3dsMax I would have been able to achieve this with an object called Expose Transform that will reveal an object's Position/Rotation/Scale relative to the origin space of another object as if the other object was its parent, even if there is no kind of connection.
There may be many instances where I could use a similar feature. I wonder if there is anything like this.


texts: How can I save an animation before it finishes rendering?

texts: I want to stop my render and save it before it's done rendering, I really don't need to render all the extra frames that I have but I don't want to restart my render or wait until it is done, (it's the same pose for about 40 frames.


texts:
I'm a beginner. Currently I'm modeling a Pikachu. I'm having some difficulties with the materials of my pikachu's hair.

Here's a quick render:

Only the edges seem to be on point.

I'm aiming for something similar to this:

The hair is very subtle and almost unnoticeable unless directly hit by a light source. My approach was to add lots of thin and short particles, but it hasn't turned out well. Any help will be appreciated.


texts:
Here's the first output:

The second:

And after using Alpha Over node:

Blend file:


texts:
I like to make a shape that is egg like, meaning broadening the lower part of a sphere but keep the upper part the same (and not narrow it like an egg).
I know you can scale a UV sphere on a certain axis, but that narrows/broadens it all together.
Is there a way to scale only a part of the sphere and keep it rather smooth?

This is my first question here so I hope I am coherent enough.


texts: Blender Internal SSS material/node setup not working

texts: trying out an old node setup for Blender Internal, but for some reason its not working. As far as i know, it should be working. Any suggestions will be much appreciated. (Unless it's "use Cycles").


texts: Volume Scatter works fine but I used to work with principled volume to create fog, however I can't seem to make it work now after updating to blender 2.9, any suggestions?


texts: Calculate surface by logarithmic function?

texts: Is there any way to use the log() function in order to calculate the surface of a mesh?


texts: parent with autmatic weights giving wierd reults

texts:
i cant animate that well and i ran across a pre-made animation that i want to apply to my model, it was made for this specific model to the the bones and the vertex groups have the same corresponding names. i just can get the armature with the key framed data to apply to the model.
the model comes with its own skeleton (but its an identical one) and since the model comes in parts it has a skeleton for each part e.g hands, torso, head, ect. but they are all the exact same skeleton

the way that i go about it is i import the meshes and delete the skeletons.

i then import the fbx of the armature with the animation data and it shows that it indeed has key frames for the animations and if i play it i can see the bones moving but that all.

i then set the scale of the armature to 1 as for some reason it imports at a .01 scale so i set that to zero.

i then apply the scale to both the group of meshes and the armature separately by using the old ctrl+a.

i select all and then select the armature and parent with automatic weights and it moves the meshes but it give a weird result.

i know im doing something wrong but im too no at this to know what, any thoughts?


texts: How can I control a cube's movement with a function?

texts: I am new to blender and I'd like to make a continuous function to control the cube movement , like a square wave , when the value is one I'd like the cube to move in the y direction , when it's zero I'd like it to stop. Any idea how should I do that , using what kind of sensors?


texts: How to flip normals/direction of curve geometry in 2.8

texts:
I'm trying to make a seat belt. I've pulled a loop off the seat and converted that geometry to a curve, and then extruded/beveled the geometry in the curve properties. It works, but it's making the belt vertical instead of laying horizontal how I want it.

I've searched around, some suggested using Switch Direction to change the way the normals(?) face on the curve, but that does nothing. I can't figure this out. How can I get the geometry on the curve to be in the horizontal direction?


texts: How to get a property value not in current frame?

texts: I'm trying to make a driver which gets a property value not in current frame, but frame+2 for example. How I can do that?


texts:
I'm working on a bathroom interior, and I figured that one of the main things I need is to have a good drywall bump map. I've looked around online to see if there are any good drywall type bumpmaps, but I haven't found anything good/free to use.  Is there anyway that I can create a convincing bump map that looks something like this image (in Cycles):

(Ignore the towel holder). It's okay if it's tile-able, but it needs to be big enough so that it doesn't look repeated.  If a similar effect can be achieved through procedural textures, I'm all for it.


texts: How to add points to a grease pencil stroke (or make new one) with python script?

texts:
I want to draw script-calculated curves with the grease pencil. Using this line of python I'm able to redefine the points of an existing stroke, shown below.

So far I can't add a point like this:

newpt = points[200].copy()  # error
points.append(newpt)        # error

or this:

points.items().append('put various things here')   # NO error, but no new points either

where:

points = bpy.data.grease_pencil[0].layers[0].active_frame.strokes[0].points

So instead, I draw a big scribble, find out the length using the interactive python window (in this case it's 427) and then make a new set of coordinates of the same length.

How can I create or at least increase the number of points of a grease pencil stroke?  I'm looking for something similar to the way I can make new mesh objects:

# example: make a new mesh object - I wish I could make grease pencil objects like this!!!
newmesh = bpy.data.meshes.new('Newmesh')
newobj  = bpy.data.objects.new('Newobj', newmesh)

bpy.context.scene.objects.link(newmesh)
newmesh.from_pydata(verts, [], faces)

import numpy as np
import bpy

pi, twopi = np.pi, 2*np.pi

theta = np.linspace(0, 20*twopi, 427)
theta -= theta.mean()

r = 4 - 2*np.cos(0.1*theta)

y = theta / twopi
x = r*np.cos(theta)
z = r*np.sin(theta)

krazy_koil_points = np.vstack((x, y, z)).T

points = bpy.data.grease_pencil[0].layers[0].active_frame.strokes[0].points
for i, point in enumerate(points):
    point.co = krazy_koil_points[i]

Same thing, but without numpy:

import bpy, math

pi, twopi = math.pi, 2*math.pi

theta = [20*twopi * i / 427. for i in range(427)]

mean  = sum(theta)/float(len(theta))

theta = [th - mean for th in theta]

r = [4 - 2*math.cos(0.1*th) for th in theta]

y = [th/twopi for th in theta]
x = [a*math.cos(b) for a, b in zip(r, theta)]
z = [a*math.sin(b) for a, b in zip(r, theta)]

krazy_koil_points = list(zip(x, y, z))

points = bpy.data.grease_pencil[0].layers[0].active_frame.strokes[0].points
for i, point in enumerate(points):
    point.co = krazy_koil_points[i]