texts:
How would I get this effect on my sword hilt?

I would like the bandages to be wrapped around and also have some hanging off for cloth simulation.


texts: Sudden crash after render finished - no image, no logs

texts:
In 2.8 I have a project which suddenly does not render single frames at full resolution. The set evolved over a few weeks with no problems.

Now if I render a still at target resolution it will finish the render and than totally crash out. No log nor message nor image is written, render window and main window just disappear.

No system overload, 50 % memory, I already reduced threads. Also checked temp file path, permissions, everything. I compared all render settings with an older file version and disabled composing flag. Updated to 2.81a.

Render at 80% works. I tried to hide everything in the scene at full resolution: crash. The task manager shows a spike in GPU 3d at the moment of crash.

Is there a hidden process between rendering and writing the final image?

And no, I can't share the project but will try to answer any question.

Thanks,
Carolo


texts: Blender open a large file not at a time, but gradually with command line

texts:
The business purpose is that I allow registered user upload different 3D model files. When other users review the file, he or she does not need to download the whole file (size about several Gbs), he or she could make preview the 3D model files with the biginning a couple of 3D frames. In this way, he or she could know about the 3D file roughtly, then decide to download or not.

Since the 3d format file is around several Gbs, I could not load the file at once. But I only know the following way of loading a file:

import bpy

bpy.ops.wm.open_mainfile(filepath="E:/sjj/Blender/demoFile/Demo_274/Ring_27.blend"

The expert in this link suggests me following:

  You could try appending items from the large file into a new file.

But, I do not know how to appending items from the large file into a new file. I checked another link in this forum, it needs graphical UI. With my business purpose, it allow me only uses command line script.

Could some expert show me the code examples?


texts:
This is something I've been struggling on for a good few days now - so if anyone can help me I would incredibly grateful!

Basically, I'm working on creature design for a film I'm making. Part of the creature would have hair - so I've been working out how to realistically animate it using the hair dynamics. However, I've found that the hair (to a greater degree or another) has an annoying property when animated in that it seems to 'strobe' or flicker when rendered.

This is an example of some massive flickering (apologies for the dodgy armature, but I'm halfway through setting up my mocap and the arms in this session refused to behave properly): massively flickering hair.

I reduced the number of hairs which seemed to help a bit - this one is a mix of short, non-animated hairs and a few longer animated hairs: lesser flickering hair.

To me, it seems the thicker the hair and more dynamic it is (lower stiffness, higher mass &tc) the more flicker I'm getting. I'm using two hair BSDF shaders with a high (.9) roughness into a mix. These vids are rendered with about 30 samples (path tracing) but the issues also is exhibited with 500 samples. In the second video I'm using 30 interpolated children with 150 hairs.

I've been trying various tips mentioned in other posts (though I'm not sure how to change the UV coordinates for a hair material as mentioned here: How do I prevent hair flickering in Cycles?).

Would anyone be able to point me in the right direction regarding either the above post or other things to try? Let me know if you need anything more from me!


texts:
I have a model of a cat of which I want to make a sculpture. For it to stand steadily and not rock on any surface I put it on I want to, in a smooth way, flatten the bottom surfaces to a common level plane.
In the attached image you can see the underside of the cat. You can see how the paws are clearly flattened towards the bottom as if the cat is resting on something. This is exaclty what I want but  for the tail as well. It is also extremely important that the tail and feet are flattened against the same plane as the cat would not sit well on a flat surface otherwise.
Is there a good way of doing this smoothly (wityhout a sharp boundary between organic shapes and the flat surface)? This requirement of a smooth organic boundary rules out boolean operations unfortunately.
Thanks!


texts: How do you render an object that's behind a shadow catcher?

texts: I have a model, a hdri, a cube surrounding the model for a flat colour background, and a shadow catcher. But the shadow catcher doesn't show the cube behind it, and just shows the hdri through it.


texts: I wanted to practice with the sculpting tools, so I tried them on the starting cube but none of them do anything I think? Or if they're doing anything it's not inherently noticeable.


texts: Activating an imported module - Python version mismatch

texts:
I don't have experience with addons but it should work when I download the .zip from github and install it over the preference window. I want to keep using Blender 2.8 for modelling but the error states that I get when trying to active the module:

  There is a Python version mismatch.

The module is called Animation Nodes and is compiled for Python ver. 3.5.3 yet Blender 2.8 uses Python ver. 3.7.0. What can I do to use it because Blender 2.79 doesn't work with the addon if I remember correctly. Also I want to keep working with 2.8.

Thanks in advance!


texts: what is the point of having the same object in multiple layers?

texts: What is the point of having the same object on multiple layers when the change you make on the object affects all layers selected? In other words, on what occasion can I use this feature effectively?


texts: How to add same texture to multiple objects

texts:
How do I give all selected objects the same texture without manually applying the texture to each and every object? I am trying to get some sort of box texture onto all of these cubes:

Any steps on how to do this?


texts: spray/foam/bubbles not showing in Mantaflow fluid simulation

texts:
I have enabled spray, foam, and bubble particles in my simulation, but they don't appear in my renders.

Viewport: Detailed, foamy, dramatic crashing water.

Render: Boring, blobby, uninspired, and frankly, icky.
The resolution divisions are set to 300, the cache type is set to "all," the "is resumable" box is ticked, and the flow behavior is set to "inflow." The simulation settings haven't otherwise been changed from their defaults. The wave crest particle sampling is set to 200 and the trapped bubble sampling is set to 20 by recommendation of another blender user. Other than that, I don't know what else could be causing this issue. Is it a shading thing? What am I missing here?


texts: Parent with Automatic Weights fails, how to detect which bone?

texts:
failed to find solution for one or more bones

Is there a way to find which bones are failing so I can hone in on the problem quickly?


texts: Trying to assign a material to a face of a mesh and always this happens. It goes over the selection. All the weird things happen to me. :P


texts:
I'm looking for tips on how to realistically model metal deformation in blender. I would like to have ability to "fasten" a metal plate with virtual "screws" on a frame. Then I want to simulate an impact of another object on this metal sheet and I want the sheet to deform and then eventually I want the imact object to break through the sheet like a metal beam breaking through a sheet of steel. Then I want the sheet to bend realistically while points where the screws are should hold longer and only let go at a certain point when the stress of the sheet becomes to big.

Basically I want to realistically simulate such a situation. If you can give an example using soft bodies then please specify the settings you are using. I have so far not been able to get what I want using soft bodies.


texts: Get actual object location in animation handler

texts:
I have found this answer, but it works not inside animation handler.
Is it possible to get and print object locations (xyz) from animation handler (frame_change_pre) ?

def my_handler(scene):
    ob = bpy.data.objects["ob_1"]
    pos = ob.location
    print(pos)

bpy.app.handlers.frame_change_pre.append(my_handler)

In example above location didn't changed from frame to frame.


texts:
we are currently looking into the possibility of adding monitoring of a fullscreen viewport on SDI videocards, like the Blackmagic Decklink or Blackmagic Ultrastudio. Blackmagic Design has a SDK, with good documentation and an implementation in C++.

What would the best approach to achieve something like this?


texts:
Little things in Blender that could drive someone crazy. I have a lot of objects in the scene, some of them marked as restricted visibility. Before the render I want to "unhide" them all - not to search them one by one...
Is it possible? It should be much more intuitive this kind of most obvious things...


texts: What is the Reason Cycles Creates Incorrectly Colored/Firefly Artifact Pixels?

texts: When it casts a ray, shouldn't it calculate the color and return that? Why would it create incorrectly colored pixels?


texts:
I want to retarget a asset store asset I have for a slightly different use case. So I need to narrow it down a bit but keep the shape of it. If its a straigth shape I can just move the vertices and it would just work. But this is a curved shape. See screenshot. How Can I narrow it down without ruining the shape? Also I need to preserve UV too.

edit: It seems edge slide is doing just what I want and then check Correct UVs


texts: How do I make this twisted surface on a bottle?

texts:
I am trying to replicate the attached image, but I am stuck on the twisted pattern on the surface of the bottle. I have tried a displacement modifier with a texture with no luck. Maybe I am just doing it wrong. Or is it best to make this a part of the geometry? Keep in mind that I want to fill the bottle with some water later, so the geometry should preferably not make this impossible to get right.

What would be a good way to go about this?


texts: Creating an eye/eyelid rig for dragon without shape keys

texts:
I've been creating a dragon lately and now trying to create a rig for my dragon. I've managed to create a basic rig for other body parts of my dragon, but I' m really stuck at creating eye and eyelid rigs as I can't find tutorials of creating them for dragon.

This is how my eye looks like. I've created it by using lattice to stretch it (so it would look like a real dragon eye). The eyelids are separated from the eye itself.

Dragon eye with lattice and eyelids as seperate objects

When I move the eyelid in front view using 3D cursor as pivot point, it moves nicely around the eye, but I can' t understand how to make this work with bones.

Eyelid open

Eyelid closed

The second problem - I can' t make a basic eyerig for this kind of eye, because it is not round and stretched by lattice. Whenever I try to move the eye somewhere using the eyebone in pose mode, it'll look like this. How could I overcome this problem?


texts:
I want to create an open world FPS game with the BGE. Is there an option with character motion that allows the player to only walk on ground that is (for example) less steep than 10°?

I don't want to place invisible walls next to every mountain in my game.


texts:
I just went through a tutorial video to make an animation of 2 planets colliding. This is only my 3rd rendering, and the first one since I realized Blender wasn't using my GPU. I set to my CUDA based GPU (eVGA GTX 960 SSC 4GB AC2.0 blah blah blah), set the resolution preset to 1080p HDTV, 100% scale, and made sure I  set GPU Compute in the render settings as well.

Obviously I'm pretty new to this, but I was very surprised to see that the rendering process was only pushing my GPU clock to 539mHz (idle is about 125mHz, and rated base/boost clocks are 1279/1342mHz. Running Heaven benchmark earlier it was clearing 1400mHz on it's own (also, I have not overclocked it on my own, it's factory overclocked only). My CPU is also only getting 15% load on average.

The render was taking forever, so I did some research, cranked up my tiles sizes, and cut the render time by a full minute per frame. However, should the Cycles engine not be utilizing more of my GPU's power? I feel like if it were pushing the GPU, I should be able to reduce render time by at least half.

Below is a screenshot of RealTemp CPU monitoring and eVGA's PrecisionX 16 monitoring. Interestingly, my PC is running like ass while it renders the actual 3D objects, despite showing rather low loads on my CPU/GPU.

Thanks in advance for any information, and sorry if this has been answered and I couldn't find it!


texts: Blender Dev. Custom properties set hide or non editable

texts:
I was wondering if is a way to hide or set as non editable a custom property.
In Phyton i can use:
object[ label_property ] = value_property

I need to said... this is not for addon, maybe for a basic script or for set drivers.
I missing how to set properties of something? Thanks in advance.


texts: Rigify not generating a full rig skeleton

texts:
I am new to Blender, and am currently following tutorials to try and generate a rig using rigify. However as you can see, it's only generating a rig for a few bones, not the complete skeleton:

After searching for a solution, the only answer I can find is to make sure Auto Run Python Scripts is turned on, which it is. Here (hopefully, if I've done it right!) is my Blender file:

http://www.pasteall.org/blend/28335


texts: Is it possible to load animated gif images?

texts: I have an animated gif and wanted to use it in the animation but I'm not sure how.


texts: How can I animate multiple objects to be highlighted in a scene?

texts:
For an explanation video about my company's products, I have an animated scene in Blender 2.8 with a large number of mechanical parts of which I'd like to highlight a specific collection of parts, for example by making them flash in red.
The closest option would be to animate the material of these parts with a second shader that makes the objects stand out and keyframing the ratio between the regular and the highlight shader from 0 to 1 with a mix shader node. However, since I have 50+ parts with 50+ unique materials, that would be a lot of manual work to set up and keyframe for every individual material used, not to mention that every material would have a set of nodes that is only used once in the animation which makes the already big scene even messier.
What other ways outside of material editing would exist to highlight a large set of objects at the same time?


texts: Mute renderer output when calling through script


texts: I have a photo that I really make into a 3d model but I have no idea how to make it into a  3d model. Can someone provide a step by step on how to make this house into a 3d model?  What mesh do I start with?


texts: Making game in BGE. I need the camera to only move back and forth(up and down the x axis) but at the same speed as my object(car). For whatever reason parenting things in BGE doesn't do anything. i have tried copying the logic bricks that make the car move but for some reason the camera does not move if the logic bricks are servo motion. Right now the camera is set as a static object and ticked as an actor. I can't change it from static to dynamic cuz this would make it respond  to gravity which i do not want.


texts: How to have different fluid simulations going at the same time?

texts: So I want to have about two or three different TYPES of fluid simulations in the one animation. So i want water falling off an edge as well as water shooting up into the sky and some water running through a pipe. Is this possible to do in the one animation?


texts: Want to talk about some strange effects of "mean crease"

texts:
Mean crease is one of the best things I love about blender, and I totally think it should be the standard for all subdivision modifier solutions. But here is a strange effect I noticed about mean crease:
  I was trying to model a handle on a drawer, at first it was fine, but when I decided to change the shape of the handle and it became:

To demonstrate this effect better, here is a example:

Mean crease of 0 and 1 work as expected, any number in between became buggy.

Can someone tell me whats cause this problem or if I'm using mean crease wrong.
Also the shading with the mean crease in the gif is strange, I know blender view-port shading is not accurate but this also shown in the rendering.


texts: How can I import a rigged model(Facial controls included) from SFM to blender?

texts:
Decompiling from Crowbar and using Source Tools, I got a the model into blender, and using nodes assigned the textures, but no matter what I try I get one of two outcomes,

-the model is imported with no bones

-the model is imported and the bones are visible, but they don't move the model when used.

Any help would be greatly appreciated

Attached:List of files received after decompiling via crowbar


texts: Smooth mesh with armature is flat after export (blender 2.83.13)

texts:
I have a problem with blender. I have a mesh created on blender and smooth that I then blindskin on maya (at that time my mesh is still smooth), then I take it back on blender (without changing anything) I re-export it then take it back on maya and the result is flat.
Does anyone have a solution?
Thanks in advance


texts: Is it possible to move parts of a model along the selected normals?

texts:
For instance, if you have a object that lies flat on the ground plane, then you can select the edges, push G then Z and move those selected edges straight down, in this case it would be as if the selected components were moving along the normals like how the extrude tool behaves.

However, if the object is rotated about several axis then this method will not work, so my question is this. Is there a way to move selected elements along the normals in the same way that extruded elements move away from an object?

Any help on the matter would be greatly appreciated.


texts: Assigning Array and Curve for a large number of curves

texts:
I have a very large number of curves (OpenStreetMap data imported as curves) on which I wish to array objects (streetlights).
Since there are thousands of curve objects, duplicating my streetlight object and then manually adding an array and curve modifier and point them to the right curve is a slow if not impossible process when there is this many curve objects.

The best solution I can think of is a script, however I am not familiar with the process. I've only gone as far as making the script add an array modifier.

The imported curves are all numbered as Road0, Road1, Road2, Road3, etc

Here is my script so far

import bpy

bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(-0, 0, 0), "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, False), "mirror":True, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})
bpy.ops.object.modifier_add(type='ARRAY')
bpy.context.object.modifiers["Array"].fit_type = 'FIT_CURVE'
bpy.context.object.modifiers["Array"].relative_offset_displace[0] = 50
bpy.context.object.modifiers["Array"].curve = bpy.data.objects["RoadTertartiary0"]

I basically need a way to make that last 0 increment every time I run the script

Sample Blend file:

Any help is appreciated.


texts:
The Cycles render engine can render both on the CPU and the GPU. I often render over-night so I do not need my computer to be responsive.

Is it possible to render with Cycles using both the CPU and GPU? If not, are there any other workarounds that maximize the hardware's potential?

  This question here: Can I use both GPU and CPU together when I render with Cycles to decrease render time? focused on single frames optimisation.


texts: I did preview with cache type:replay , looks fine in viewport(rendered and solid). But whenever i bake modular or final , it does baking and end result it nothing. No smoke, also i use adaptive domain , that does nothing either(it basically ignored all baking it did). Can anyone point me to where problem might be?


texts: shadow cather dosent work appropreiated with footage as background

texts:
I create some mesh as 'shadow cather' so that I could 'cover' the area I don't want to show up.
When I render it without background it seems works fine.
But it doesn’t works with a footage/image as background.
(you still can see it through!)

Anyone knows why?


texts: Generating object mask during rendering for data collection

texts:
I am creating a synthetic hand dataset for machine learning. I am rendering images of characters with different hand gestures in Blender. At the same time, I want to generate a hand mask for each rendered image to indicate the position of the hand in the RGB image. For example, the hand mask would be an image in which every pixel that is part of the hand at corresponding position in the rendered RGB image has value 1, all other pixels have value 0.

How do I generate the hand mask? My intuition tells me that I need to select all vertices belonging to the hand, then calculate the projection of these pixels onto the image plane. However, I am new to Blender so do not know how to do this or if this is possible.


texts: Creating an operator that dinamically updates the viewport a certain number of times per second

texts:
I want to create an operator to preview a physic animation in real time.
I have this set of object and I wanted to move them for example using a basic equation like this:

locx = locx - 0.1

a certain number of times a frame. (The number depends on a subframes Variable.).
and then using bpy.context.scene.frame_set() move to the next frame and subframe, and while I execute operations the viewport should update (so 10 times per frame, in this case).
The problem is that to keep a velocity that's pertinent to scene fps, the time elapsing from x*y operation should be 1 second, or in case blender couldn't keep up, more. (Where x is subframes and y is scene fps.)

(I wanted to state that moving objects isn't the only thing I'd like to do, I should also create objects and delete them, which isn't exactly a fast operation as moving objects can be.)

So, in other words I would like the operator to behave a bit like the 3d view animation when set to No-Sync as scene sync setting, infact, if the scene fps are 60 it will not proceed for more than 60 frames in a time of a second.

I know not so much about real-time operators, I know you could use modal but I've never found anything useful on how tu use them.


texts: When using the 2D tools is it possible to copy drawings into the next frame?

texts:
I am going to preface this by saying I am a total begginer so please excuse any mistakes. I recently downloaded blender to create 2D animation projects and have been enjoying getting to grips with it, however, I am looking for a way to copy and paste the entire frame into the next frame too. I want to do this to 'slide' my background images to create a panning camera effect wihtout having to redraw the entire background every frame.

Any help would be greatly appreciated!


texts: Info view print order / displaying debug information

texts:
I have the following code:

self.report({'INFO'}, 'a\nb\nc')
self.report({'INFO'}, '0\n1\n2')

In the info view the output is displayed as:

c
b
a
2
1
0

Is it possible to configure the Info view to display it in a normal way, like:

a
b
c
0
1
2


texts: Why Does My Object Not Show in Rendered Shading Mode?

texts:
I have had this happen to me a few times prior but instead of just deleting the object and starting over I would like to know why it is that my objects appear in Solid Shade Mode and only a shadow appears in the Rendered Shade Mode?

I'm trying to UV Wrap the object and the wrapping never appears in the 3D viewport. I selected Textured Solid in the Shading Tab but image still does not show.


texts: some kind of dynamic and localized subdivision surface modifier - type algorithm?

texts:
In a previous, excellent answer it was proposed that it might be helpful to subdivide some triangles in my mesh at certain times during the animation to prevent them from overlapping adjacent faces when the mesh is very highly distorted. It's best to look at the question and answer there now.

OK you're back. The trajectory of the ~10,000 vertices of the original icosphere mesh are pre-calculated and stored in a NumPy array. A "badness" detector could search for highly stretched edges, but then what? If it inserted real vertices, I think it might be tricky to try to remove them later, and keep the rest lined up with NumPy. I could try to figure out a way to script that, but I wonder if there might be other ways, or possibly something existing in Blender already?

I am re-linking @TLousky 's image here:


texts: in my blender for some reason it isint working right like i cant see the entire thing it cuts out


texts: How to render an image through the text editor?

texts: Is it possible to render an image by calling the camera through a command with the text editor? I have a series of meshes that I want to upload into blender and take an picture one at a time. I want to upload the mesh, take a picture, delete the mesh and then upload the new mesh. I have my code to upload each mesh one at a time through a loop to create my mesh through faces and verts. I know the orientation and size that my meshes will be created. I have set up my lighting and camera angle that I want. I am using blender 2.82


texts: How can I straighten a bunch of vertices into a straight line? (Odd angle)

texts:
As you can see on the Top Ortho view, the selected vertices are a bit of a mess, and I need them to be perfectly aligned like the green line I draw next to them, while keeping the same, circle-ish shape.

How can I go about it?

I tried a few methods posted on this site and elesewhere but I never managed to make it the way I want it.

I would also prefer avoiding redoing the complete thing over again.

Thanks


texts:
Hellor everyone,

this is my first question on this forum so I apologize if am unaware of some customs.

I thought about creating a Goldberg polyhedron in Blender but found a website

https://levskaya.github.io/polyhedronisme/?recipe=A10cD

that let's me create custom polyhedrons.

My goal was to create a sphere that has several hexagonal and pentagonal elements on the surface but I do not know how to shape these polyhedrons from the website to spheres.

One approach I could imagine would be to only select the faces and give them a little curve until all faces form a ball. But I wonder whether the vertices of this polyhedron even lay on a sphere (the models on the website seem somewhat "not round") so I would not end up with a "round" but bumpy modell.

Another approach could be to use a bigger sphere and extrude the vertices from the polyhedron until they lay on the spheres surface. These intersection point then could be used to create hexagonal and pentagonal elements on the sphere's surface.

But I don't know whether these approaches are even somewhat viable.

Does anyone have a solution for this (maybe a completely different approach)?

Thanks in advance.


texts: What is wrong with my cursor in the shading work space

texts:
There is something wrong with my cursor in the shading workspace it is a white hole
and I can't select anything it only selects things when you hold the right-click button on your mouse and I don't want that I want a normal cursor and I know I messed up but I can't find error.


texts: How do you use the GPU offscreen render API in 2.8?

texts:
For a while now in blender there has been this GPU Off-screen renderer; however, I think it has changed a bit in 2.8, and plus, I never even knew how to use it before.
Basically I want to be able to render a video animation using the offscreen rendering API, specifically the "3D View into Texture" example, here is the code from the docs on the website:
import bpy
import bgl
import gpu
from gpu_extras.presets import draw_texture_2d

WIDTH = 512
HEIGHT = 256

offscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)

def draw():
    context = bpy.context
    scene = context.scene

    view_matrix = scene.camera.matrix_world.inverted()

    projection_matrix = scene.camera.calc_matrix_camera(
        context.evaluated_depsgraph_get(), x=WIDTH, y=HEIGHT)

    offscreen.draw_view3d(
        scene,
        context.view_layer,
        context.space_data,
        context.region,
        view_matrix,
        projection_matrix)

    bgl.glDisable(bgl.GL_DEPTH_TEST)
    draw_texture_2d(offscreen.color_texture, (10, 10), WIDTH, HEIGHT)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')

Although this works great for making a texture, it doesn't explain how to use this to save the image, I want to eventually implement an interface that will save the image, or store it into some kind of base64 image buffer (To send to a server) to render faster / real time, but even more importantly: it doesn't explain how to change the resolution of the output, so:
How exactly do I render (e.g. save onto disk OR store in buffer) a simple animation (I.e, image sequence) using the GPU Off-Screen Render API, at any given resolution (even 1920 / 1080) in Blender 2.8?


texts: How to animate the splitting/fission of an atom

texts: I am working on a personal project an need to render the nuclear fission of an atom while also rendering the individual proton and neutron of the nucleus. Any ideas on how to animate such a process? Using instancing I can easily model a single nucleus but I'm trying to figure out how to animate the later splitting into two separate nuclei. Any ideas?


texts: How can I find out how many triangles are in my model?

texts:
When I want to make some item, e.g. for a game, there's big chance for some triangle limit.
Is there some way how to find out how many triangles are in my model?


texts: Trying to restrict movement of player without causing it to fly off the screen

texts:
So I'm making a three-dimensional danmakufu game in Blender. I'm trying to restrict the player's movement so that someone can't just barrel through the level.

I have currently restricted his movement to a lidless box that is 6 units 'X' by 18 units 'Y' by 2 units 'Z'. All forms of bounding cause the player to be sent flying out of the screen. Can someone help me please? The box moves -.0025 units x per second.

This is only with dynamic or body physics. If using static physics, the player can just go through the barrier.

AND STOP POSTING ANSWERS IN THE COMMENTS

Currently, with the bounding box set to Rigid Body with x-translation enabled and the player as a dynamic object with all degrees of freedom stripped (and neither had collisions on in the first place!) the player is instantly flung off in the direction of positive x, negative y.

Here have some more pictures!


texts:
I need to run some basic physics simulations on a headless machine and I'd like to program agent movements based on function outputs (e.g. "move left")-I have some code that programs WASD to move a cube that I'd like to modify such that it doesn't actually require me to press any keys but rather, if the program receives "Wkey" as an input (from another function) it's able to move the agent in the desired direction. Is this possible? (I also want to try to avoid using the logic editor to run the script if possible, any help on that would also be appreciated)

Current code below:

import bge

def main():

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

    keyboard = bge.logic.keyboard

    wKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.WKEY]
    sKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SKEY]
    aKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.AKEY]
    dKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DKEY]

    if wKey:
        own.applyMovement([0,0.2,0],True)

    if sKey:
        own.applyMovement([0,-0.2,0],True)

    if aKey:
        own.applyMovement([-0.2,0,0],True)

    if dKey:
        own.applyMovement([0.2,0,0],True)

main()


texts: When exporting a rig from Blender to UE4 and using UE4's IK system, my limbs break

texts:
I've tried getting a solution to this for weeks but none of the threads I've found had any answers on them and no one on any of the forums has had a solution either. I assume this is some sort of bug? When I create a rig in blender and import it into UE4 all is good until I try to use the UE4 IK system. The IK in UE4 breaks my limbs, it seems to rotate the foot of my legs in a random direction (though it's consistent within the same rig, it never changes on a specific rig, only when changing rigs.)

I uploaded a video of my entire rig-making process which you can see here: https://www.youtube.com/watch?v=PoUv1CSYWyc&feature=youtu.be

There is also a screenshot of the issue here: https://i.imgur.com/OtdiACW.jpg.

I've tried setting the roll of all bones to 0, I've tried multiple different scaling options, I've tried every combination of bone axis orientation, the list goes on. I took the mannequin from UE4 and put it into blender. I then put it straight back into unreal and it worked as expected. When I took the mannequin from UE4 and used "orient bone rotation" or whatever the setting is to get a more presentable rig, the problem came back. Once I took the oriented rig from blender and put it back into unreal the bones snapped again. Also, I don't know if it is exactly the same but when I take the skeletal asset of a rig in UE4 and set the rotation of the foot to 0,0,0 it gets very close to the position it's in when the IK is applied, I think it might even be the same position. You should be able to recreate this issue if you make a rig the way I did in the video. I assume that I'm doing something wrong, but no one has been able to figure out what it is. According to everyone I've talked to about this, I'm doing everything correctly. So I've uploaded a video of the entire process. Either I'm doing something wrong or there is a bug related to blender or UE4.

If anyone has a solution I would be EXTREMELY grateful. I've been unable to advance my game animations due to this.


texts: What are these weird clippings on edit mode when my object has subdivision surface on?

texts: The object looks fine to me in object mode but on edit mode i see this clippings through the object's box selection. It is supposed to look like that or is there an issue that i'm not noticing?


texts:
I'm trying to make a bone rig for a piston which will be a part of active aerodynamics of a vehicle.

I did find a video but it was on older version of Blender and confused me halfway.

How to make an armature which does the following:

(a) has a sliding movement for piston

(b) has a angular movement on which causes the piston to operate, or vice versa.

Considering that, one part of piston is a fixed to a body and the other part is what does the sliding movement. This sliding movement is connected to an upright bone which rotates on the other free end's axis.

To put it simply the upright bone is being rotated to a certain angle by the piston. The upright bone is 90°, the default angle, pointing upwards."


texts: Is there a way to export all selected objects without grouping them?

texts: Hello, I need a little help. How can I export all selected without automatically grouping them or export them all by loose parts instead of exporting each part one by one?


texts: How could I place objects (buildings) on a flat surface in the BGE?

texts:
I'm working on an RTS in BGE, and I am not sure how I could make it so you can place buildings on flat surfaces (or unless there is an easier way). I would love to know how to place buildings when you click a certain button to place it.

I don't really need anything fancy like price and stuff like that yet. I really have no idea if Python is required to do this.


texts: Can’t connect nodes with shade editor any fix?

texts: I try to connect with using nodes with shade editor but it doesn’t work.


texts: Animate object along path and deform accordingly

texts:
I'm trying to animate an object across a bezier curve using path constraint but, even though the orientation of the object changes correctly, its shape doesn't change. I'd like it to "deform" according to the path... Does anyone know how can I accomplish this? I'm using a cylinder but I wanna be able to use any object with any shape.

Here's the effect I want to create:

Ref: https://www.behance.net/gallery/49401667/Twisted-letters-2


texts: I cant texture pain after using shader nodes

texts: When ever i try to paint it paints on dark grey colour.


texts:
In blender we have a camera presets selector.

Some of the items are quite old now and there have not been many new additions. How would one go about adding new presets and what information about the camera would be required?


texts: Unfinished Render Image Dissapears on Cancellation

texts:
To start out, no this isn't a duplicate of Export unfinished image render. This is a question about why the answer to that question stopped working in blender 2.8.

Last night I stopped a render half way through (bottom to top render mode) and saved the partial image just as normal. Then this morning I started the render again in top to bottom render mode. When the render progressed to where is was last night I stopped it, and the render disappeared costing five hours of render time. I tried fiddling with the cache setting and all sorts of stuff. I even tried using render layers but the partial render image still keeps disappearing if the render job is canceled.

Here are my output settings in case this helps.


texts: Execute script after change in particle count?

texts:
I have the active object's particle count property laying out as it's own toolbar panel.

I'd like to have a script execute every time the user changes the particle count. Is it possible? I've heard of handlers, but can't seem to figure it out.

Here's the script I want to execute every time the particle count changes.

if bpy.context.scene.frame_current == 1:
    bpy.context.scene.frame_set(0)
    bpy.context.scene.frame_set(1)

Maybe add a custom property? Use modal operators?


texts: Subdivision Surface modifier is not visible in rendered shading mode

texts: Subdivision Surface modifier is not worked in render view when render is set to 6 and view is set to 0. What is meant by the 'view' and 'render' options here?


texts: Is boolean a reliable way of intersecting 3d printed objects?

texts:
I am making a character to 3d print. And I want to use boolean to stick the head to the neck in the perfect position.
I placed the 2 strips so it will align perfectly.

Now the problem is, if i do it this way, will i be actually able to stick it in?
It would have to be perfectly 3d printed. And even if it did, I don't think the gap is too big for the neck to intersect with the head.


texts: Particle emmiters not even over mirrored mesh

texts:
I have a simple mesh of a wall, I'm trying to add a particle system in order to cell fracture the mesh but the emitters are clumping together in certain sections.
The two areas either side of the main gate area are a mirror so the geometry is identical but it appears to favour the right over the left.
Any idea how I can get a random yet even distribution over the whole mesh regardless of faces/verts etc?
I've tried using random and jitter, also volumetric over faces but ideally I want them all on the surface of the mesh, any ideas would be awesome
Settings are default except for start and end frame which are both set to 1


texts: Working on small objects in MM but Add menu adds relatively giant objects

texts:
I'm Working on small objects in MM but the Add menu adds relatively giant objects compared to scale I am working. I can't figure out how to get them down to size and when I zoom out I cannot see new object.
Is there a way to tell Blender to add a new object in a smaller initial size?


texts: Need this type of sine wave animation without the cuts as like it is a wire. How to make?

texts:
[Link for the video

https://drive.google.com/open?id=1tTYkHJjxdJkd1SB3rI5Rcoxq1GttfyQU

this is the link for the video that i have already made but it have cuts

The answer you posted was similar to the required animation by me.
But The spline is in square shape, I need a circular one. Can u help me with that.

and also how can we decrease the speed or increase the length of the spline.


texts: How do I rebind the middle mouse deselection features (circle, box, etc) to use MOUSE3?

texts:
Before I updated (using 2.76), I had Blender configured such that I could deselect using MOUSE3. For example, I could use C to begin circle selecting, then click MOUSE3 to deselect.

When I updated to the latest Blender version (2.79b), all my rebinds were lost. Blender reverted to its default, which is to use the middle mouse button (MOUSE2) instead of my custom MOUSE3 setup.

I have managed to fix most cases of this by rebinding keys, but I cannot find where to rebind the circle/box deselect functions. They do not show up in User Preferences (the regular circle/box select functions do, but not the deselect ones).

I know this must be possible, because I did it before.

Solutions involving using "Emulate 3 Button Mouse" are not desired; I know I can emulate a middle mouse button, but that is not the goal. The goal is to use a different mouse button in place of the middle mouse button, not to use a combination of keyboard and mouse inputs to fake a middle mouse.


texts:
I'm new to Blender 3D, and I'm following one tutorial step by step.

I've edited a free model form internet, made a running animation and, this animation plays fine on time line but something is wrong when I play the script in game engine.

The model is not moving and the arms are spread like wings.
I didn't make any action frame like that.

You can download the .blend file here, and you can see a Youtube video of the problem

I hope somebody can help me.

have a nice day!


texts: I am very new to blender and can’t select vertices on any shapes/objects. I am in edit & vertex mode. When I click on the torus it doesn’t turn grey, it stays orange. When I click on a vertex with the pointer, nothing happens. My torus is the only thing selected on the grid. I am trying to shape the torus but can’t because of this conflict. It won’t let me select any edges when i’m in edge mode or faces when i’m in face mode either. I have tried to press control & tab but when I do and switch my mode & then click the vertexes, edges, or faces,still, nothing happens. Please help me!


texts:
I would like to simply flip the highlighted pedal to make it look opposite to the other one.
Is it possible in Blender?   The object is not mirrored it is just a duplicate fo the first one.


texts: How do I fix this weird material/ texture of the glass?

texts:
I was adding a condensation normal Map to the cup near the rim. I was doing this in material preview which made nothing look wrong. Then when I did a test render it didn't look correct. Like the bottom half of the liquid was cut off and that for some reason the condensation texture was there.

It's like the bottom portion of the liquid material I had inside somehow got removed during the UV editing. I've looked at the UV tab, shading tab, and all through my materials tab and I can't find what caused the problem. Nothing looks wrong in the material preview mode which is even more confusing. I haven't been able to find anyone with similar problems.
Here is the .blend file for anyone who wants to go hands on.

I am relatively new to Blender so don't be surprised if it is something fairly obvious.


texts: Blender 2.82 Baked Domain Mantaflow Issue

texts:
I had 2.79b before today (26 Feb 2020) but after so many cool tutorials I updated today!

I've looked at the other questions but frankly those + watching the latest tutorial showing exactly what to select, etc. still no progress here.

(if you think my hardware is part of the issue somehow: i7 8700k cpu, 1080ti gpu + 32gb ram + 1tb hdd+512gb SSD.)

Tutorial mentioned:  https://www.youtube.com/watch?v=QcsxPAbGsKM&feature=youtu.be
At the moment I don't see how to do a screenshot but I can use OBS and record a video (idk lol...ugh I have closed and re-opened Blender 2 times and still no results rendering from the re-baking and all).

So the problem I have is that no particles are rendered/displayed in the viewport after baking is done.  Yes liquid is checked (and rechecked after another person on a different question pointed out that it may look checked initially but in fact is not recognized as checked when baking).  Others have asked this same question but the difference I'm seeing is simply they got resolved and I have not after making the same adjustments and changes to bakes, order of baking the data 1st then mesh, etc.  I don't see what's going on that could mean no particles ever are rendered.  Just out of the box I haven't even tried using the new brushes so maybe I downloaded an alpha version?  Let me know if more information is needed.

I've managed to add the .blend file thankfully.


texts: Suddenly can not move bones after making some shape key

texts:
Yeah the headline says it all. I cant find the solution myself :(
I made some shape key for the hand and couldnt move finger bones after that. The hip bones couldnt move too.

Here's blend file
http://www.mediafire.com/file/19qp6k39f10dx68/Judy.blend


texts: So I want to animate from the segment you can see in the first picture to it being slightly morphed like in the second picture. I can't keyframe in edit mode it seems. I've tried keyframing it in object mode in the first picture at frame 0, changing to edit mode, moving the vertex to match the second picture, then going back to object mode at frame 10 and inserting a new keyframe. Unfortunately this does not work :( any suggestions?


texts: Project an environment texture to a ground plane that updates with the camera FOV

texts:
I'm trying to project my scenes environment texture to a ground plane so that when viewed from the camera it matches the environment, but also updates when the camera is moved or rotated.

Like a projection mapping of sorts that's linked to the environment texture and the cameras FOV. I think it might have something to do with the vector transform node, but I'm struggling to get it to match up with the environment and update as necessary.

The image below is my node setup and also shows the environment being projected onto the ground plane. Thanks in advance.


texts:
I moved one vertex in but now I have a kink in my surface.
Is there a clever way to move the second edge so the kink disappears?


texts: How to posterize a texture in cycles proceduraly?

texts: How to posterize a texture in cycles render procedurally like photoshop "posterize" filter. Thanks. And sorry for my bad English:)


texts: How would I create a dent on a car from a falling object? Details in body message

texts:
I'm trying to create the effect of dents being created on a vehicle (or any simple mesh to be honest) by dropping an object onto it. That's not quite my end goal, I'm really just trying to find out how to leave dented impressions on a mesh.
I was told this could be accomplished through giving the mesh (a low poly car in this case) softbody physics but none of my tinkering seems to be working. The ball either bounces off harmlessly or the car "sinks into the floor" like in the pictures I'm sharing.
I've been messing around with this for hours and in various combinations, so I must be missing something. I just want to be able to dent the mesh as if it were a sturdy plastic. Any help / insight would be greatly appreciated.

Showing off the car settings a bit.

More car settings. Plus showing what happens mid-simulation.

And then the plane settings.
Again, thank you for your time and consideration.


texts: I have made my first model of an arm and a hand, but when I made an armature for it, it didn't work. I didn't paint any weights because I used automatic weights. I parent the model to the armature, select automatic weights and then nothing happens. It loads and when it's done, moving the armatures  doesn't move the object. This is my first time doing it and I don't know anything other than making the armatures and sculpting the arm.


texts:
I have read a couple of answers on this topic, but they didn't helped me.
I have light and camera, but the result of rendering is always black. Rendered 3D-view is OK, but in Material view my model is black. What shall I do?


texts: Should I learn Maya because it is superior to Blender in animation?

texts:
I have been studying Blender for more than 3 years, I am really in love with it, but I want to concentrate more on rigging and animation, but I am struggling and it's very hard in Blender, and people suggest Maya for rigging and animation.
But I don't know nothing about Maya, should I start learning that also, is it possible to learn both?

Also what do you think, how good is Maya compared to Blender in animation?

Please advice me, friends.


texts: Is it possible to vary the material color by location for a fluid?

texts:
So, I imagine to illicit the effect I'm looking for will be a rather complicated node setup...

I'm currently working towards animating a fountain at night with multiple nozzles, or inflows. At each nozzle I would like to have a light of sorts to illuminate the water with different colors (for clarity one color per nozzle, but a different color at each nozzle). I've messed around with emission objects and I can't seem to get the effect I'm looking for. I'd like for this animation/render to look as realistic as possible and have the volume of the water to glow with the corresponding color. I achieved this effect by doing away with emission objects all together and instead having an emission shader plugged into the volume of the material output for my water (albeit with the strength turned wayyy down).

This method works fine with only one inflow... Except I would like the color to fall off the further you get away from a predetermined position, or rather the further away you get from the inflow, aka the nozzle with the light.

Also... If at all possible my end goal would be to have this same effect for each nozzle. Each one having a different color and lighting up the fluid with the color/emission falling off to zero the further you get away from each nozzle/inflow.

Any and all help is greatly appreciated. Thanks in advance!


texts: Blender indefinitely using 100% of CPU while playing a simple animation in the editor

texts:
When I play a simple animation in blender, blender will start using 100% of the unused cycles on all the threads on my CPU.

The animation is not rendered either and the thread utilization won't go down for as long as the animation plays.

When I got to: 'Render > Play rendered animation (Ctrl + F11)', the animation opens in a separate window and the CPU will behave normally. Meaning that one of the threads will work a bit for less than a second to render the simple animation.

I have made animations with blender before and did not have this problem. The program does not crash and my computers works fine while this happens. But the CPU is unnecessarily working at maximum power.

Here is a screenshot of the editor while the animation is playing (while all my threads are running on 100%):

Any help is appreciated, perhaps I accidentally turned on/off a setting?

I'm using Blender version 2.73 (32 bit), on Windows 10.


texts: What does Save As Render do to the image when saving it?

texts: So you render your image in cycles, and then go to save it, then in the bottom left corner is options, and both ticked are save as copy and save as render, and I'm wondering what "save as render" does?


texts:
Is it possible in Blender to import and render raw volumetric data (outcome of fluid simulator)?

I have a set of 3d arrays of floats in C/C++ and I used to render it frame by frame with OpenGL using splatting. Now I would like to use Blender ray traycer to get much more realistic results. I would like it to look like a dense smoke. It would be nice to have realistic looking shadows and lighting too.

I appreciate any help.

EDIT:

I suppose Voxel Data with 8 bit raw files is the way to go.

I found this article. Following Leopold's comment gives me empty results. My files.
I feel I am close to the final solution, what am I doing wrong?


texts: So I am still very new to Blender, having only been working with it for about a week, but I am at the point where I am trying to get lighting set up for a Minecraft animation that I'm making for my channel but I can't get light to show up indoors. I can see through the windows but light won't pass through the windows nor will any lamps work that are placed inside. Can someone help me figure out how to fix this?


texts: I want to render scenes and things faster on my computer but I want it to be good quality as well. I set the sampling to around 200 samples and it takes so long to render just one scene on my computer (around a whole day for a couple seconds scene). Are there any upgrades I should add to my computer and if so please let me know. I have a AMD FX-6300 Six Core Processor, 8.0GB RAM, NVIDIA GeForce GTX 750 Ti and 1 terabyte hardrive. I enabled GPU rendering properly as well but it takes forever to render a whole scene. My computer is around 9 months old.


texts:
Is it possible to bake texture without any lights and shadows but i dont want to lose quality of it. I want it to look like unlit texture.

When i bake my final work i get this:

But i want it to look like this:
Is it possible not to lose anything from your node editor but to be baked as i asked?

Thanks.


texts: In 3d viewport , how can i add object to new collection without it's being unlinked from current collection?

texts: I want to do 'add'  the selected object to new collection while also keep it still linked to current collection so it will be part of 2 or more collections at the same time? I can do this using outliner, but is there really no faster way to do this in 3d viewport ?


texts: how to separate the sculpting layer as a different object in blender?

texts: i have sculpted a dragon now i have applied some texture/alpha like curly horns,skins using brush on whole body of a dragon, now i want that extra texture which i applied as a different object or layer. so that i can independently edit both of them. if i can hide the texture , i want to see only original dragon body or vice versa. that's what i want.


texts: Is it possible to associate non-blend files with Blender?

texts:
Is there a way to make Blender auto import files that are not .blend when you open them?

For example if you open a .fbx file by double clicking on it, and you have Blender set as default application, then import it to a new .blend.

Is it possible to make Blender import this .fbx file just like you would do it manually by using File > Import > FBX?

By default, Blender just opens up and loads default new scene when you open anything that is not .blend file.


texts: How to delete automatically old smoke simulations of a smoke domain and not store old ones

texts:
I'm doing a lot of bakings of a smoke simulation with different parameters and everytime that I bake a new one a new file with the data of the simulation is created. Each of them is around 150 Mb... so I would like to know if exists an option for deleting automatically the previous bake of a smoke domain each time that I bake it again.
Thanks!


texts: Why does the frame around the camera flicker while running the BGE embedded player?

texts:
Why does the black frame around the camera flicker when playing the game?

Here's a video showing what it looks like:
https://www.youtube.com/watch?v=7E5S9V1AtHI


texts: What are the region-space combinations that can be used for button and panel registration

texts:
What are the available regions, and also, which ones can have a button registered to?

While registering any panel we need to specify which space/region should be assigned to, in example: {space: VIEW_3D, region: UI}.

However not all regions are available for every space, and not all regions could have buttons/panels registered to them.


texts: Rendering Animation Through Compositor w/Cycles

texts: I have a Blender animation scene <2.90.0> with 2 separate render layers. How do I render the animation scene directly through the Compositor to .PNG images? My initial setup has a a Render Layer node for each render layer combined with a Alpha Over node to a Composite and Viewer/Output node. When I render the animation the first .PNG image renders correctly through the Compositor, but the remaining images are blank. Render settings: Transparent checked. Video Sequencer unchecked. Thank You.


texts: Texture painting mode not responding in the 3d view

texts:
I followed numerous tutorials, but no matter how much I click in the 3d view, the texture does not change. I made a new image, unwrapped it, and added a new texture node.

This is the video I watched
https://www.youtube.com/watch?v=LcCQKuWPhXk&t=116s


texts: Arms scrunch and lose volume when armature moves

texts:
I have a simple humanoid armature: no IK rigging yet and it worked fine until the arms started messing up when I try to move them.  As far as I can tell there is nothing wrong with the weight painting, I even cleared all the weights off of all the vertex groups in the arms but when I repainted them the same thing happened.  The mesh doesn't follow the bones at the same speed and deforms wrong and I have no idea why or how to fix it.

The only modifier I have active is the armature so its not a stack order problem, and none of the other bones have any weight on any part of the arm so I really just have no clue what is wrong here and any help would be greatly appreciated.
EDIT: Here is the .blend file


texts: Is there a good way to make a "perfect" dome?

texts:
Since a UV sphere has poles, the best way to make a "perfect" sphere is subdividing a cube and casting it to a sphere, so there is no pinching. You can make a hemisphere by deleting the bottom half.
However, the vertices don't go around it in flat rings, so I can't use this method to make, say, a top third of a sphere.
Is there a better way to make a third of a sphere without a pole at the top?


texts: I was a long time 3ds Max user who stopped doing 3d for quite some time. I am recently getting back into the scene and has seen much changes. I've yet to decide on using a software, but Blender is one of my top choices currently. One thing that does concern me is the open nature of Blender. Although it can be good for development, I am concerned that I have to be constantly up to date on its features. For example, if I pick up 3ds Max today, most of its main functions stay the same. I am not certain about Blender. So my question is, if I decide to learn and master Blender, but may leave it for a while only to come back later, will its main interfaces still stay the same or not? I understand this is impossible to predict, but just give an opinion backed up with good reasoning. Thank you.


texts: Alignment of surfaces to a curve (loop) or vertex...?

texts:
New to Blender...great program.  Coming from the Rhino nurbs world.

Going through a Blender Guru tutorial on making an anvil.

Have a question...how do you center a series of faces to a centered "loop" or align the faces to a center "vertex"?

Screen shots attached.

Thanks,

M


texts: it is possible to rig a character with multiples objects?

texts:
I just want to know if I make a rigging for a 3D character who has at least 6 differents objects (lower body, boots, upper body, head, eyes, hair&eyeslashes...see the picture.

I do not want to joint all the mesh parts , because I am afraid to lose their own UVs map , (I see some post to not loose uv of every single objects) but I am not user well how to do, by the way, I am asking a punctual asking, can I rig differents pieces of the mesh ? (boots, pants , head, jacket, hand,eyes) what about the vertex weith ? (I am going to use riggify addon).


texts: Blender navigation using touchpad (laptop) on osx/mac vs windows

texts:
I use Blender - mac version (on macbook pro laptop) . Using touchpad, it's naturally just like using tablet where i can zoom in/out using finger pinch. And 2 finger drag to rotate the view. But when i use windows, it use different gestures . Is there anyway i change this behaviour ? i'd like to switch to windows laptop, but i want same touchpad gesture as in mac version.
questions :

Why blender makes different gesture when using touchpad on mac vs windows ?
Can i set the preference in windows version, so it behave like mac version ?

Anyone have a solution ?


texts: Create "Rigify-like" Widgets(Custom Bone Shapes)

texts:
So, Rigify somehow generates those Custom Bone shapes that have a very specific scale, rotation and location so that it perfectly matches the bone.
In the image below, you can see how the highlighted cog shape almost perfectly intersects with the bone that is using the cog as a custom shape. This is the result I'm aiming for.

I'm trying to build my own rig, so using Rigify is out of question. How could one figure those location/rotation and scale numbers so that the custom shape is perfectly intersects with the bone?


texts: Is it possible to render Annotations made in View Space?

texts:
I have some animated annotations made in the 3D Viewport and I cannot render them with viewport render. It looks like the problem is that they were made in View Space.

Is there any way to have them rendered?


texts:
I've given my character a meta rig & I have successfully got the body to move with it, however when I tried to link the clothing to the armature it doesn't move. I've tried transferring weights & weight painting the clothing but it still won't work. Can someone help please :)

Here is my blender file if anyone wants to have a crack at it :)


texts:
Hello,

I want to create an object along three given curves (brown, blue, black) just like in the picture (with Blender 2.76).
But I haven´t got a clue how to start or which function I should use...
Has got anyone any idea?
Thanks.


texts: Animation Nodes Loop Input performance issue with large 3d vectors numpy arrays

texts:
I am working on scientific visualizations involving huge arrays of 3d vectors, sometimes 100k or sometimes even millions of vectors. I quickly ran into performance related issues, mostly when needing to iterate over arrays of vectors, or even values, using Loop Inputs.
Case in point, the attached blend file, that "spiralizes" a linear segment. I generate an 1D array of numpy values between a and b using:
interpolated_values = np.linspace(value_a,value_b,number_of_elements)
and I invoke that in a 3d vector combine node in x and rotate every vector in the array around it's Z-axis using a multiplied value of it's own index. In order to do that I have to iterate over the array using a Loop Input node. So far so good, it works, but the performance is a killer. Already by 1k iterations the scene lags like crazy on a quite powerful machine. Comparatively, if I do exactly the same in XSI's ICE, I can generate over 100k vectors before the scene starts lagging.
Is there a better way to achieve this than using Loop Input, which is the culprit here? Using a for loop in Python doesn't work of course, as the for loop is first executed in the script and then called in AN...
Here is the attached blend file https://we.tl/t-L8snsm1VOE


texts: What is it that makes some cycles materials not display in the "Textured" view?

texts:
What is it that makes some cycles materials not display in the Textured view? By displaying, I mean showing with the textures, not like in the solid view.
I have tried un-connecting the glossy nodes, but that makes no difference. I have checked that the Maximum draw type is set to Textured.
The bottom image is one of my problem materials, that is not displaying in the textured view. The top image is just to show that some of the materials in the same scene are displaying in textured view.

nodes that are displaying in textured view

nodes that are not displaying in textured view


texts: How to keyframe the volume of a speaker with python

texts:
one can set the keyframe of an objects location with:
bpy.context.object.keyframe_insert(data_path="location", frame=1)

and it will set the keyframe of the location.
Right now I'm trying to add a keyframe to a newly added speaker that I created with python:
NewSpeaker = bpy.ops.object.speaker_add(location=(0,0,0))

following that I change the speakers volume:
bpy.context.object.data.volume = 0.6

this does work propperly and with no issue, so when trying to keyframe the volume like this:
bpy.context.object.keyframe_insert(data_path="volume", frame=1)

I receive the following error message:
TypeError: bpy_struct.keyframe() property "volume" not found

It does work with things such as location or rotation_euler, but nothing in the Object Data Properties.
Things such volume min are not able to have keyframes, but volume and pitch are able to be keyframed.
Is there a way to keyframe the volume with python?


texts: How to keep physics fast-moving objects from going through the ground plane? (not python or game)

texts: In physics, I am experiencing some faster-moving objects falling right through the floor. Most other objects land/bounce/etc. appropriately, but the fast-moving ones just fly right through the ground. How can I prevent this?


texts: Why wont mirroring of the Brush work properly?

texts:
I want to do the texturing but I countered a problem I couldn't solve.

I thought the x-axis is red and the y-axis green.

But when I turn the mirror in texture paint on x-axis it mirrors the paint around the y-axis and with y-axis enabled the other way round.

On top with y-axis enabled it is strangely shifted.

I already tried setting the origin of the model to volume and moved the object to the center with Alt + G , but it didn't change. Also I tried to texture paint a cube in a new file to see if it's working there and it does properly. Next I tried to copy the fly to a new file and texture paint it over there but I encountered the same problem.


texts: How can I assign string variables to an object selection list

texts:
I wanna make a script witch automatically connects my sim geo to my high res geo with a Surface Deformer.
But Object lists only accept objects, not strings. Is there any way to convert strings to objects or force them to use string?
so = bpy.context.active_object

selected_geo = [obj.name for obj in bpy.context.selected_objects]
geo_name = selected_geo[0].split(".")[1]
dyn_geo = "dyn." + geo_name

so.modifiers.new("Dyn To Mesh", "SURFACE_DEFORM")
so.modifiers.new("Cloth Smooth", "SMOOTH")
so.modifiers.new("Cloth Thickness", "SOLIDIFY")
so.modifiers["Dyn To Mesh"].target = dyn_geo


texts:
How can I get a groove of uniform width, both horizontally and vertically, on a door (a plane)?

I've used edge loops, subdividing the surface and the knife tool but I can't get the groove to be a consistent thickness (6mm).

One value is about 736 and other is 730, which is close but not exact.


texts:
I am following the "Blender Inside Out" tutorial on blender cloud. Chapter 4 UV Wrapping - Learn the basics about UV Wrapping and how to set seams, shows how to select a vertex path between a start and end vertex. The video says pressing W should bring up a menu, which shows the option to Select vertex path. The tutorial uses blender 2.6, I have installed 2.7. I do not see this option in 2.7. Does anyone know how to access this option on 2.7?

Required path:

Select shortest path result:


texts: .remove from list not working as expected

texts:
Hey I am trying to remove anything that isn't a mesh or curve from a list and it is missing items, does anyone know what I am doing wrong? For example if I add 3 sun lights I would expect it to remove all 3 from the list but it removes 2.

import bpy

selected_objects = bpy.context.selected_objects

print("-----------------------------")
print("List len before: " + str(len(selected_objects)))

for obj in selected_objects:

    if obj.type not in ['MESH','CURVE']:
        selected_objects.remove(obj)

print("List len after: " + str(len(selected_objects)))


texts: How to find out why "context is incorrect"?

texts:
I have been trying to write my first addon for Blender over the last couple of days. One error I came across quite often is the context is incorrect error for an operation of bpy.ops.

I learned that one can ask the poll function of an operator if the context is correct, but this does not tell why the context is correct/incorrect. What would be the best way to figure that out? Only way I could think of is to look into the code of the poll function. If that is the best way, what is the fastest way to find the appropriate piece of code?


texts: Haven't used blender for a while. Do I still have to delete my current blender and download new one from the webiste?


texts: Normals Not Applying Correctly Onto Model (Strange Placement)

texts:
When applying some baked normals, both object and tangent baked, onto my model (Shown Below or Above), the normals show up on the model; however, the normals are not in the correct location. After much research, testing, and personal troubleshooting, I found that nothing helped. Please Help.

File: https://drive.google.com/open?id=1mD_Q0tBSlvyyJ6P8mV2lN0pPaThkzCPD


texts: How to draw a node group in a layout panel using python

texts:
I just made that node group and i just wanted that this node group should appear in Properties panel in 3d view which appears when 'N' Key is Pressed
this should look like this in materials tab

can any one tell me how to do that?


texts: Select sharp edges what's the angle value

texts:
in the manual

here is what is said about the "selecting sharp edges" command:

  This tool selects all edges between two faces forming an angle greater
  than the angle value, Where an increasing angle selects sharper edges.

Ok, but what's the angle value then?

I tried to play with the angle value in the data tab of the properties editor (with autosmooth on), but it doesn't seem to affect my selection, so what is it? is it a fixed value internally coded?


texts: Why Blender Mesh becomes messy when imported into Salome

texts: I have created simple geometry in Blender-two concentric curved cylinders. In the edit mode, it looks okay. But when I import the STL file in Salome, a preprocessing software, the mesh become triangular and more dense. Why is this case? Anyone knows?Thanks.


texts: is it possible to export .mdx and .mdl files?

texts:
is it possible to export to .mdl or .mdx files?
If yes, tell me the exact way please. Me and my friend are working on a Warcraft map, but Warcraft only imports .mdx or .mdl files and blender can't export this kind of files.


texts: Rigging multiple bones to an object shaped for it: How?

texts:
Off-topic: http://imgur.com/FNs43Lw

...Good to know.

On-topic:

I am trying to model (and rig) wings. The problem is that, when I used cylinders, 5 cylinders, duplicated, to represent the skeleton, then add bones to it, I got an error. (I am not sure if I asked this before, I may have forgotten.)

Even worse, I believe part of the cause is that the cylinders were joined, as there were no problems when they were not joined, as I had later checked.

...Is there any way to sculpt or mesh some wings (I will cover the Soft Bodies and clothes later) with multiple bones without it giving me an error? I just want to make it look realistic, which requires it joining, and I am not sure if I will have to resort to Shape Keys.


texts: What metric unit does the force field use?

texts: What unit does the blender physics 'Force Field' use, e.g: The 'Strength' in 'Force' ? I'm using the metric(The answer doesn't have to include only metric) preset.


texts: Get list of attributes of a bpy.data struct?

texts: Is there a way, in python, to get a list of each of the attributes that are part of a data struct? For example, I know you can get Object.data, Object.name, Object.location, etc. I've tried doing a basic for loop, but it says that the "object is not iterable."


texts:
I have 32 GB ram and a rtx 2070 with 8gb vram, and am working with a 10 MB file. I am rendering a 1080X1080 at 50% and 240 samples with dnoise, and blender still quits on me during the render. It just goes to windows.
I should have plenty of memory for the movie render.
I even turned down the light paths and bounces by half.
Any suggestions on what is causing the problem. I am using 2.81 with windows 10. and using cycles with GPU compute.

The scene is very simple, the only modifier is a subdivision surface set for 2 on render and a quality of 3. Vertices are 23000, faces 21500 both rounded up to the nearest 100 it is basicly only a makehuman character with nothing else after I did some mods to it. I am not getting any errors, it exits in a blink.


texts: How to display names of objects in viewport

texts:
Is there anyway to display the names of objects in a scene, all at once like the option we have for bones? Yes,we can do it individually..but if there are many objects its better to have have common control
I am working with a mechanical assembly,its very difficult to keep track of objects.
Any hidden option or  add-on information would be helpful.

Thanks.


texts:
I have what seems like a simple example here.  I wanted to practice texture and lighting by making some simple M&M renders.  I used a NOISE texture for the surface to give it some "eggshell" quality in the render, I am progressing nicely.  Now I'm stuck...

I created the "M" logo as a PNG with alpha channel.  I applied it in the material using the image texture with mapping node and texture coordinates.  All basic stuff so far.

I can't for the life of me figure out how to use procedural nodes like Voronoi or Noise to make the stark white of the M Logo look "worn" so some of the color of the M&M show through, like it's scuffed.  Now the render isn't convincing because every M is too perfect.  I know I could use my image editing software to make some alpha transparencies in the PNG decal, but then they would be the same across all meshes, and I was hoping to use a NOISE node to randomize it a bit.

Can't I use a NOISE tesxture to a COLOR RAMP then make one of the colors ALPHA transparent thus having the M logo "Fade" and let the color show through?  I think I've tried 100 different things and I am not getting it.  (I am not a Blender expert but have an intermediate understanding of texture node setups...)

Here's a link to my .blend file in my dropbox, without ANY treatment on the M logo.  You can see they are too stark white and perfect.  I want to scuff just the logo up.  Any ideas?  Thanks in advance!  (Render is formatted for dual monitors so please ignore the odd render dimensions!)

Blend File in Dropbox


texts:
(This question is with regard to v2.80)
I'd like to make a material that reflects a larger amount of light than it would otherwise. I am using a Principled BSDF. In EEVEE I can simply crank the specularity up to 1,000, but that does not seem to work in Cycles.

How might I go about this?


texts: Can Blender render a Compositor graph on an input images supplied via command line

texts: Is there an existing workflow in Blender that can facilitate changing the input images on a Compositor graph and render the result from the command line or do I have to code my own solution similar to this answer?


texts:
With the given sample of CollectionProperty from blender API page, we can have a collection of SceneSettingItem which stores a 'name' in StringProperty and a 'value' in IntProperty.

import bpy
class SceneSettingItem(bpy.types.PropertyGroup):
    name: bpy.props.StringProperty(name="Test Property", default="Unknown")
    value: bpy.props.IntProperty(name="Test Property", default=22)
bpy.utils.register_class(SceneSettingItem)
bpy.types.Scene.my_settings = bpy.props.CollectionProperty(type=SceneSettingItem)
my_item = bpy.context.scene.my_settings.add()
my_item.name = "Spam"
my_item.value = 1000
# ....
for my_item in bpy.context.scene.my_settings:
    print(my_item.name, my_item.value)

But Can we make it 'dynamic', so we can store something other than IntProperty in 'value', for example 'BoolProperty', is that possible in Blender Python?

To be more clear, I wish to store a Collection in material object, and every entry has a name, type and a value, the type of value can be IntProperty, BoolProperty or FloatProperty, and every material object holds different Collection Entries.


texts: Getting mouse position relative to movie clip

texts:
In the clip editor, I need to find out the position of the mouse relative to the current movie clip. I know I can get the mouse position with event.mouse_x and event.mouse_y in my modal operator. I can also use context.region.view2d.region_to_view to get the mouse position relative to the view.

However, none of these tell me where the mouse is relative to the movie clip. Ideally (0,0) would be one corner of the movie clip and (1,1) the opposite corner. How can I find out the mouse position?


texts: How can I snap an object with curve modifier to a vertex?

texts:
I need your valuable help in something I am stuck on...
As you can see in the image below, a curve modifier has been added to the selected object to follow a specific path. What I'm trying to do, but I don't know if this is even possible, is to snap point "A" of the object to point "B", while moving the object.
I tried to move my object in edit mode, with the "Active Element" activated in "Transform Pivot Point" but as you will see in the second image, it "locks" in wrong point.
Any idea;
Thank you for your time!!!

Edit: Here is a blend file of what I am trying to do...


texts: Is it possible to change the gravity of a single Rigid Body in the scene?

texts:
I have tried to make a small rigid body animation in Blender 2.92.0, where only one of the objects is floating, while still interacting with the other rigid bodies in the scene, that are falling normal. I have tried every setting in knew about, but I couldn't figure it out. I also tried to use drag but this resulted in all the objects floating, obviously.
Their is also no information about such a approach on the internet (at least I couldn't find any). So im wondering if anybody knows a way to achieve this kind of effect.
Thanks for your help!


texts: Moving of an mirrored object does not give the desired outcome

texts: I have this mirrored object (those green beams in the image below). When I move the object to the right I expect the mirrored part to go to the left but it moves also to the right. Why is this ?


texts:
I want to deselect multiple edges on my model. I currently know how to deselect one edge at a time by CtrlClick, but I am looking for a faster way for that. Deselecting one by one takes forever.

I am using the 3dsmax preset, so the CtrlClick is deselecting edges one by one.

For example, you could use the selection tools in 3dsmax (lasso, circle, box, spray etc.) to quickly deselect verts / edges / faces by Alt(Click+Draw a region).


texts:
im new to blender and Im following a tutorial.
Yesterday, i was working on vertices and edges to create a 'human face'. i saved it.
Today, i opened my file again and i realise that some of the edges(i used subdivide) are missing.
i tried to subdivide but its reading as if its a second subdivide and not on the supposed curved edge.
is it still posible to fix this??


texts: How to align/straighten adjacent edges? (Solved)

texts:
So I've looked on stack here, and I've also tried here, but I could not find what I was looking for. I remember looking at this tutorial once, and someone used a fast key or key combination to straighten adjacent edges.
Look at my image,
What I basically want to do is use that key combination to somewhat align those edges/vertices to be somewhat along the same height on the x-axis. I remember using that key combination on another shirt I made once. You could keep 'spamming' the combination/key until they were (almost) perfectly aligned.
Anyone happen to know which combination that is?

Thank you!


texts:
I want to change the orientation of my object to a specified direction.

Say I have an axle of a train whose normal orientation is set off by 90° from the global orientation:

The green arrow (Y-axis) points to the back of the train (along the global X-axis). But I want it to point to the sides of the train, so all I want is to rotate the orientation by 90° without rotating the object itself.

In other words, I want the normal and global orientation of the axle to be the identical:

Is this possible and if so, how?

Background:
The game engine to use this model will move the bogies and the axles according to their orientations. After importing this train into the game the axles rotated 90° off.


texts: How to add buttons from "Overlay" section in custom panel?

texts:
I'm trying to add "Normals" section in custom panel

import bpy

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

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

        overlay = bpy.context.space_data.overlay

        row = layout.row()
        row.prop(overlay, "normals_length")

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

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

if __name__ == "__main__":
    register()

Please help me! What am I doing wrong?


texts: Why the same animation in Dope Sheet acts diferent with other armatures that are equally structured

texts:
I created an animation in Dope Sheet, which works perfectly on the armature I was working on, then I tried to put the same animation on the other armatures (identical to the initial one), the final result is all bones moving randomly, some bones playing the animation in one side, other bones are moving completely at the opposite way... totally a mess.

As you can apreciate on the photo, some of the legs are crazy! (I've only animated the middle legs).


texts: Boolean modifier on groups - can't select 2nd object - is this possible?

texts:
I'm making a unit cell of a face-centered-cubic crystal, and I want to cut a group of icospheres with a cube. I have grouped the spheres. Then I selected them by selecting one, and with the select menu, choose group -> siblings.

Once I do that, two things happen. 1st, other objects are selected at the same time (have to de-select them with shift-click) and now the cube no longer appears in the choice of objects as the second object for the modifier, only the icospheres in the selected group.  See screenshot bottom right (below). (Ignore the un-applied wrench-icons in that screenshot)

UPDATE: Please let me know if what I'm trying to do is not possible!

Maybe I'm doing something silly, but I can't spot it. If there is a step-by-step out there that applies to groups, I haven't found it yet. Using 2.74.

Of course, later I'll do it with script, but I really should know how to do it by hand if I'm going to respect myself in the morning.

This is what I'm after:

import bpy
import numpy as np

icorners  = [(0,0,0), (0,0,1), (0,1,0), (0,1,1), (1,0,0), (1,0,1), (1,1,0), (1,1,1)]
corners = np.array(icorners, dtype='float')

isides = [ (0.5, 0.5, 0.0), (0.5, 0.5, 1.0),  (0.5, 0.0, 0.5), (0.5, 1.0, 0.5),  (0.0, 0.5, 0.5), (1.0, 0.5, 0.5) ]
sides = np.array(isides, dtype='float')

scale, size = 3.0, 0.5
offset = np.array([-0.5*scale, -0.5*scale, +1.0*size])

for corner in corners:
    location = scale*corner + offset
    bpy.ops.mesh.primitive_ico_sphere_add(size=size, location=tuple(location))

for side in sides:
    location = scale*side + offset
    bpy.ops.mesh.primitive_ico_sphere_add(size=size, location=tuple(location))

radius = 0.5 * scale
location = offset + radius * np.ones(3)
bpy.ops.mesh.primitive_cube_add(radius=radius, location=tuple(location) )


texts:
I'm new to blender and have this issue: I'm using the "Industry Compatible" keymap. In "Edit Mode" the keys 1, 2 and 3 swap between vertex, edge and face select - Great!

Now i want to customize it, so i'm adding a new preset "My keymap". As far as i understand this now is based on the "Industry Compatible" keympap and everything works accordingly. But if i close and start blender again, the 1, 2 and 3-key aren't working anymore. I need to go back to the preferences, set the "Industry Compatible" keymap and then set back to "My keymap". Then the 1, 2 and 3-key work again as expected.

This is reproduceable on the last Blender 2.8 version on several different machines. Am i doing something wrong? Is this a bug?


texts: Moving arms in a specific manner with two fixed points

texts: I want to move the shorter upper and longer lower-arms up and down, leftside of the arms anchored to the wall like in the drawing, the triangle must move accordingly with the pivot points. I'm not able to get both arms and the triangle stay together, please help, thank you.


texts:
im trying to follow blenderguru's anvil tutorial series but im getting some weird shading at the center. ive noticed in his video the shading is bad just until the moment he gets rid of the curve in the center. how would I make the shading look better while still keeping the curve?

blend file(anvils at various stages): https://pasteall.org/blend/3e6d5a0ba2de4deb868664638bbd22be


texts: Using texture from substance painter (tri plannar projection)?

texts:
i create texture using substance painter, then use it on blender principle BSDF, but the result so ugly different from the result on substance painter, i expect its because of the triplanar projection
any idea how to fix it?


texts: How do I set up the bone constraint Floor?

texts:
I wanted to use the floor bone to save on animation time by making my robot feet hit the ground when stepping and act like a suspension by bending the flaps. Using the flap bone IK to the floor bone (small green bones) but since it can't be connected to the rig to work it ends up not working as it wanders away from the end of the feet bones. As the one on the left of the image is doing.
How do I set up the floor bone to cause the feet flap to keep from digging into the floor automatically?
Basically, when the purple object goes downwards the white flaps should bend from the hinges to avoid going through the floor.


texts:
What am I trying to do?
I tried make a small motor (2cm) because I need simulate (physics, not only animation) this, but I can't its rotation correctly.

See in the image, I have a "Motor Body" (motor case, passive object), the "Axis" (rotor, active object), the "Brush" (passive object).
I connect in the empty object "Motor" with a rigidbody constraint the "Axis" object with the "Brush" object, respectively, of course with the "motor" constraint.
What I try do is rotate the "Axis" like a motor, of a mode that I can move it, rotate it, and it continue the rotation independently what position it be like an any object in the real world.
What am I getting?
The "Axis" move crazy outside of the "Motor Body" and sometimes back to "Motor Body", I don't know explain the movement, but it's far that the correct movement of a motor.
How to change the direction of motor rotation?

Up 1

Today I had a time to see that again, and I can rotate the motor now, but only if the "Axis" object is with transform location locked.
What was the problem? I set the parent of the object by the tools and not with CTRL-P, I don't know why it happened, however when a set the parent  with CTRL-P I see the physics correctly. So, I withdrew the parentage of the objects, and I received the object with a different dimensions.
See the "Axis" object with parentage:

And see the "Axis" object without parentage:

It was the motive of the previous crazy rotation, so I used CTRL-P and setted the parentage again, and it's working, see:

But it only works when I lock the transform location of the "Axis" object, if I withdrew this see what happen:

The file updated:

The problem is that with the "Axis" object transform location locked I can't move the motor in the simulation, because the "Axis" object is locked, so I can only move the rest of the objects except the "Axis" object, what is expected, of course.
So, the question, How to I deal with this case? I thought fatten the inside of the "Axis" object, to it doens't fall, but It doesn't work, see:

Up 2

Now I can get the motor rotation and move this in simulation, I changed the "Motor Body" to active object. I also changed the "Brush" to use "animated" option in passive rigidbody, because without this the object doesn't fall in the floor. But now I have one small failure in the physics here:

What I'm doing wrong?

Up 3

I finally made it! The problem is that I couldn't parent the "Axis" object with the "Motor Body" object, because It's bug the physics simulation. I read here when you can set parent in the objects and continue with the physics working fine:

Either you have exactly one physics object (all others are ghost with
no weight).
or You parent several rigid bodies with compound
settings.
or You connect several rigid bodies with rigid body
joints.

https://blenderartists.org/t/how-to-parent-object-to-another-one-which-has-rigid-body-physics-type/615570/4
So, I remove the parent of the "Axis" object, and the physics works now. See:


texts: Why does this geometry say "Nothing selected"?

texts:
I'm modelling a character that is all one mesh.

When I select the body of the character, I'm able to move it around, but when I select the pants, I can't move them.

I've also noted that the Item menu says "Nothing selected" when the pants are selected. What's wrong here?


texts:
What I want:

What I have:

So basically I need to use curves to make a quarter circle. What is a good trick to do that?


texts: I'm new to Blender. I tried following a few tutorials to apply, scale, project/wrap textures etc. My texture is looking correct in the material preview but not in the render mode. Are my nodes incorrect?


texts: Make an add-on with multiple python files

texts:
I was looking through some add-ons that ship with blender so I could better understand how to use multiple files for an add-on.

I tried running the add_curve_extra_objects plugin's init.py however when I do I get this error:SystemError: Parent module '' not loaded, cannot perform relative import

So how do I specify the parent directory or get this to work?


texts: When packing uv's how do i keep them to what i scaled them to but still fit in the uv grid. I need to scale my texture image up which scales it larger than the uv grid, then when i go to pack the islands the image gets scaled back down.


texts:
Why is my rigidbody broken?
Both rigid bodies have mesh collisions.


texts: Get Loc/Rot/Scale of object in material using Object Texture Coords?

texts:
Sometimes you want to get an object's Loc/Rot/Scale in the material for fancy vector stuff or controlling procedural textures. This is usually done by creating a bunch of Values driven by the appropriate parameters. I am wondering if it is possible to do it using 2 Empty objects and comparing their coordinates.
Object Texture Coords give us the location of an object. If we have one object that moves and another that doesn't, the difference tells us the relative position of the object, like a Local Space movement. That part is simple. But how can we figure out rotation and scale? I don't understand vector math enough to figure it out. Is it possible? How could it be done?


texts: How to make 3D LUTs and use them in Blender?

texts: Now that I understand a little bit more about how to work with Wide Dynamic Range  workflow , scene referred datas and OPS(ASC CDL) node, I'm asking myself how to go further and create my own 3D LUT to work with in Blender?


texts: What is the technical difference between conformal and angle-based unwrapping?

texts:
When unwrapping an object, there are two options for the Method to use: Conformal, and Angle Based.  What is the technical difference between these two methods?

I usually leave it at Angle Based, but sometimes that distorts tight geometry and I switch to conformal.  So basically I just blindly see which looks better project by project, I am interested in how they work.

Note: I am aware of this question and answer, but that more addresses the use of the two methods, I am looking for the technical difference.


texts:
using the Molecular script with a particle emitter to form a pile of spheres. The behavior so far is great however the particles keep sinking in to touch the floor (collier) like this.

How to make them clot and form a hill ?


texts: How to make a texture circle around each vertex

texts:
i'm not sure how I can get the texture to originate from each vertex but my current method seems to fall apart because of each face's orientation

curent material

a gradient fanning out from every vertex


texts: In the Blender video sequence editor (VSE) how do you add an outline to a text strip?


texts: Camera doesnt follow ball in tube (Blender Game Engine)

texts:
I'm trying to make a game where a ball rolls in a tube and hits several obstacles that triggers sounds.
I vertex-parented my camera to the ball (so it doesnt spin as the ball does)
I have several problems :

The inside of the tube doesnt shows in play mode.
The camera always goes out of the tube when i move the ball (physics type is rigid body, it shouldnt)
The direction of the ball isnt fluid, it seems to block in the turns

Here's the file to understand more clearly.

If you could help... Thanks alot


texts:
I have a 3D object with some animation on it. And a camera with some animation on it. I want to export only the 3D object with the animtion to FBX. So I remove the keyframes of the camera, I remove the camera I, deselect camera in the FBX export settings.
When I import in Unity3D i still see 'cameraAction' in the FBX properties (see image).
How can I remove all cameraAction in blender?


texts: Armature with cloth sim, self collision does not work

texts: I am using a rigged character, for cloth sims self intersection of the deformed mesh is an issue. I tried using a cloth sim using the pin group set as the entire mesh to keep the character looking like the character, and I enabled self collisions, and experimented with the 'dynamic mesh' property with no luck. I've read in a few other questions here (from previous versions) that pinning and self collision could work together. Is there a method I don't know to keep a deformed character from self intersections?


texts: Blender crash when running script bpy from python but run well in Blender's Text Editor

texts:
For last night, I can't use bpy.ops.wm.open_mainfile(filepath="/media/backup/blender/file.blend") from python using this to run my python script

import bpy, os

def main():
    while True:
        exist = True
        try:
            srp = open("script.run", 'r')
        except FileNotFoundError:
            exist = False
            pass
        if exist is True:
            for line in srp.readlines:
                text = bpy.data.texts.load(line)
                ctx = bpy.context.copy()
                ctx['edit_text'] = text
                bpy.ops.text.run_script(ctx)
                srp.close()
                os.remove("script.run")
main()

This command run in Text Editor, so I have no idea why this is happening.