texts: Is there a way to change the color wheel used in the node editor?

texts: I really dislike the color wheel for picking certain colors, especially browns. I would really like a few more options to pick the colors. A large amount of swatches would be especially nice. Now I often go to a site listing color codes and copy paste these into Blender, which is a laborious process.


texts: .data.vertices returns an empty collection in Edit Mode

texts:
Why does a mesh object return an empty vertex collection when in Edit Mode? As you can imagine my forehead is a bit bloody from this noodling and want to understand why the following access to data.vertices is dependent on mode.   Here you see the same print statements before and after the editmode_toggle:

                bpy.ops.mesh.primitive_plane_add( size=sizeR, location=locat, scale=(1, yScale, 1), enter_editmode=True )
                bpy.ops.mesh.select_all( action='SELECT' )
                bpy.ops.mesh.subdivide( number_cuts=12 )
                # randomly select a portion of the vertices and move them along the Z axis (to create shadows)
                obj = bpy.context.active_object
                print( str(obj.data  ) + " vertices=" + str( obj.data.vertices ) )
                bpy.ops.object.editmode_toggle()

prints:
<bpy_struct, Mesh("Plane.008") at 0x000001FFE8F782D8> vertices=<bpy_collection[0], MeshVertices>
<bpy_struct, Mesh("Plane.008") at 0x000001FFE8F782D8> vertices=<bpy_collection[196], MeshVertices>

i.e, an empty collection when in Edit Mode, but a complete set of (196) vertices in Object Mode.
Thanks for any insight.


texts: wheel animation not working in object mode

texts:
I recently created this animation of a Mustang.

I have setup the rig based on this tutorial (https://youtu.be/V2shn1LpcNE), but when I animated the car the wheels were not turning at all.
I have checked the model in pose mode, everything worked properly. But in object mode they were frozen.
The front bone supposed to drive the rotation of the wheels, based on its current position (coordinates), but it seamed that in object mode the coordinates were not changing (all of the remaind "0", while I was moving the bone).
Here is a video of the problem: https://youtu.be/REgE_NLAJkQ
Here is the blender file: https://drive.google.com/file/d/1ZUzTRn8jc7ZqFd_yOre1-MY7pA4U3ZkW/view?usp=sharing


texts: Blender 2.8. Render to video file with audio from Video Editing section

texts:
Blender 2.8. On Ubuntu 19.10

Being in the "Video Editing" section.
There are have a couple of spides + audio files.

I want to render to video file.
I do choose the video, format, container, codecs, audio on:

Then press F12, CTRL+F12?? Nothing happens.

Thre is no button "render" on anything.

Q: How ould I render to Video File with audio?


texts: Python, How to Convert Rotations of T-pose Pose Bones in Armature 1 to Pose Bones in Armature 2? Finding Rotational difference

texts:
The goal is to get the rotational difference of the bones between Armature 1 and Armature 2 in its T-pose(not exactly), then apply the difference to a pose of Armature 2.
The purpose is so the model of Armature 1 follows Armature 2.
Below is my approach using code from other answers. The code is just for the Right Upper Arm bone, not the entire model which is the goal
Lets say I have two Armatures in normal poses. I want Armature 1 to follow Armature 2. The Armature 1 on the Left is the Source and Armature 2 on the Right is the Target:

But the Bones are not Aligned so the rotation is values are different:

First, Save the rotation variable of Armature 2 Right Arm, then set the Right Arm bone vector of Armature 2 to vector of Armature 1
Code:
import bpy
from mathutils import Matrix
from mathutils import Quaternion

context = bpy.context
scene = context.scene
RobloxRig = bpy.context.scene.objects['__Rig']
UpperRightArm = RobloxRig.pose.bones["RightUpperArm"]

CloudRig = bpy.context.scene.objects['CloudRig']
CloudRig_UpperRightArm = CloudRig.pose.bones["r_uparm"]

def snap_rotation(source, target):

    Ms = source.id_data.convert_space(
       pose_bone=source,
       matrix=source.matrix,
       from_space='POSE',
    )

    Mt = target.id_data.convert_space(
       pose_bone=target,
       matrix=target.matrix,
       from_space='POSE',
    )

    _, q, _ = Ms.decompose()
    t, _, s = Mt.decompose()

    M = (
       Matrix.Translation(t) @
       q.to_matrix().to_4x4() @
       Matrix.Diagonal(s.to_4d())
    )

    target.matrix = target.id_data.convert_space(
       pose_bone=target,
       matrix=M,
       to_space='POSE',
    )

if __name__ == "__main__":
   context = bpy.context
   scene = context.scene

   scene.frame_set(720) #Frame of Normal pose
   bpy.context.view_layer.update()

   Mt = UpperRightArm.matrix

   loc1, rot1, scale1 = Mt.decompose()

   NormalRot = Quaternion(rot1)

   snap_rotation(
       CloudRig_UpperRightArm,
       UpperRightArm
   )

Output:

Now that Bone Vector of Armature 2 is aligned with Armature 1, Save the new rotation, Set it back to normal and get the rotational difference.
bpy.context.view_layer.update()

Mt = UpperRightArm.matrix

loc2, rot2, scale2 = Mt.decompose()

#New Rotation
NextRot = Quaternion(rot2)

#Setting back to normal using from code above values
M = (
    Matrix.Translation(loc1) @
    rot1.to_matrix().to_4x4() @
    Matrix.Diagonal(scale1.to_4d())
    )

UpperRightArm.matrix = M

#Getting Difference
RotationalDifference =  NormalRot - NextRot

Output, Just back to normal after taking the value:

Now I Change the Frame which moves Armature 1:
scene.frame_set(730)
bpy.context.view_layer.update()

This Final part which Doesn't work I set the vector of the Armature 1 to Armature 2 like before then added the difference.
snap_rotation(
    CloudRig_UpperRightArm,
    UpperRightArm
)

bpy.context.view_layer.update()

Mt2 = UpperRightArm.matrix

loc3, rot3, scale3 = Mt2.decompose()

FinalRot =  RotationalDifference + Quaternion(rot3)

M2 = (
    Matrix.Translation(loc3) @
    FinalRot.to_matrix().to_4x4() @
    Matrix.Diagonal(scale3.to_4d())
    )

UpperRightArm.matrix = M2

Wrong Output:

Here is what's expected:

A small difference is that it applies to all bones. If I get one bone it would be easy to get the rest.
Please help, Thank you.


texts: The tracing segment "spiral". It can cause problems for animation?

texts:
A picture worth more than 1000 words

Is this bad or can cause problems when animating?

I was trying to replicate this shoulder topology but i commited a mistake in the sequence of the faces of the back and the chest and had this 'spiral trace' thing.


texts:
https://mega.nz/#!C3hinCwa!h_3F6_WkF8-Cm4iLqbBorElmumhXKJnDnelBMFN3X_0

There's the blend file. I need it to bend backward in sort of a 'U' shape, but it bends and contorts in odd ways. I need to get this done asap as a client needed something done in 2 days, so I'm having to learn blender rigging on the spot. Anyone who can tell me what I need to do would be a hero. I tried turning on preserve volume which keeps the mesh from changing sizes, but it doesnt bend back as much as I need it to.


texts: EXCEPTION_ACCESS_VIOLATION after mesh update

texts:
I have latest Blender v2.76b x64. I have a edited PSKX importer, the 2.69MB pskx file import working, but when i try a 2.82MB pskx file or 2.79MB pskx file, Blender crash on:

me_ob = bpy.data.meshes.new(objName)
#... adding vertices, meshes etc.
me_ob.update() #Error: EXCEPTION_ACCESS_VIOLATION, line 760

Sample files with code: https://marekkraus.sk/BlenderScript.zip


texts: "Bone Heat Weighting: failed to find solution for one or more bones" error

texts:
I am a noob at blender and I am just starting out... I am attempting to create a Halo Spartan Model for animation. I am at the stage where I am attempting to pair the model with a rig, but I keep getting the error "Bone Heat Weighting: failed to find solution for one or more bones". I've tried everything but i have no idea whats wrong.... Here is the File that im working on. thanks
FILE HERE:  https://drive.google.com/file/d/1pzZQFvPOavRyulfpFwzSUnhRzVP-Ipob/view?usp=sharing


texts: How to keep two objects to stick to each other while animate them?

texts:
I'm trying to make a miura-structure and this is it.

But the problem is that since this movement is in spiral there is a gap between two units. How can I keep them sticking to each other while the movement? Thx in advance


texts:
I was working on Blender for 2D animation and at some point the keyframes just disappeared. They are still there hidden because I can access my drawings but the yellow squares are not visible anymore:

Did I activate some shortcut by accident ? Or is it a bug regarding grease pencil ?
EDIT 1: The solutions given here Hidden keyframes in timeline do not solve my problem. Scrolling up as much as I can do not bring back the keyframes, nor clicking view -> Frame all.

Normally I should see the layers below "summary" but here they just disappeared but they are still visible in the layer panel.


texts:
Is it possible to use Photoshop filters from inside the Blender compositor? Just thought it was an interesting challenge that somebody out there may have solved? Of course I can run batch filter on rendered frames - but think it would be nice to see live effects.

Thanks.


texts: Applying Rotation and Scale Deforms my object

texts:
Hi i'm just a newbie here in blender. I'm trying apply rotation and scale to the object but it just deforms. How to fix this problem?

Thanks!


texts:
this might be a very basic question. I am trying to modify the skin radius using a bmesh command. The index of the vertex is known. I just wonder what the bmesh command is to access the skin radius and then modify it.

This is similar to this question: Python access to Skin Modifier data - again
. However, there is no solution using bmesh module.
Thank you!!!


texts: How to programmatically load a python script in Text Editor and launch it

texts:
With python API, is it possible to load a (new) python script in the Text Editor and then launch it (to automate things !) ?

I try this but it doesn't work :

bpy.ops.text.open(filepath="my-script.py")
bpy.ops.text.run_script()

Script name added in the text list but not visible in the Editor.


texts: python open file browser to Group directory of blend file?

texts:
Is it possible in 2.79 to open the file browser to the internals of a specified blend?

I have a template.blend, that will have several Groups in it. Currently, I have a button that opens the file browser to the directory the template.blend is in.

It's 2 clicks to get to Groups, and I have to rely on the user knowing they should be looking in Group and not Objects or anywhere else.

Selecting a group then appends it to the scene.

Is it possible to open the file browser inside of the blend, so the user is only presented with Groups to append?

A view similar to:

Edit: Possibly related question


texts:
I have a scene with a glass floor and a cavity underneath the glass. I would like to be able to actually see the cavity instead of just black glass (which is black for some reason that I'm hoping you guys can figure out a workaround to).

What is the workaround so that I can still have the slight darkening and reflections that come with glass, but also be able to see through relatively well? I'm going for a steampunk piano with some circuitry under the floor (not yet fully modeled).

A .blend (minus Image Textures because they're huge) to play with:


texts: Is there any personal data saved inside a Blender file?

texts: If I upload a file with an HDRI-map, will the others see it? And will the name of the folder in which it lies be visible in the file? Will my computer name be visible? In general, what are the pitfalls about personal data when uploading blender files?


texts: is there an easier way to use a still from a movie as a texture?

texts:
I want to use a single frame from a movie as an image for a texture.  And I do NOT want to store the still in a file (I'll be creating hundreds of these materials using python).

If I give the material a texture from an "Image or Movie" and pick the movie file then blender automatically picks a different frame from the movie for each frame in the animation.  This is very convenient if you want the texture to play back the movie during the course of the animation.

If, however, you want to use a single still from the movie, the only way I have come up with to accomplish the mission is to put keyframes on the Offset property of the Image subpanel of the texture.  By making the offset decrement by 1 each frame you effectively freeze the texture on a single still.

I want to make sure there isn't a checkbox I overlooked or a simpler way.


texts:
I'm completly new to blender and actual only searching for a glb-to-fbx-converter, but I didn't find anything that helps me.
I have a glb-file exported from COMSOL (a software to calculate numerical problems) and need it to be a fbx- or obj-file to be able to import it in unity 3D.

I tried Paint 3D, but it couldn't open the file. (But 3D-Viewer could open it)
Now I'm trying blender. I can import the glb-file and export it to a fbx-file, but then the exported fbx-file is just gray and not colorful like the glb-file. In blender I can see the colors when I'm in the "Texture Paint" menu. So I think I have to export the textures, but I realy don't know which button to click.

Thank you so much for your answers!


texts: I have been working through a tutorial, and when instructed to select three objects to join them I can only select two of them.  When I try to select the third it toggles the first two off. When I select either of the first two both are selected. What setting have I changed maybe.


texts: Why is the texture showing up on a face I didn't select?

texts: I'm trying to make the stomach of this penguin white but for some reason on this section of the stomach it has a white corner and when I go into edit mode the vertex for that face isn't anywhere near the white corner. All of the faces that aren't supposed to be white have the black material. So I'm confused why the random corner of white is there.


texts: How to properly rotating a material using node which has a normal map?

texts:
Rotating normal map via mapping node seems will flip normal map, resulting a weird looking material. But directly rotating uv map in uv editor doesn't cause any issue.
So how to properly rotating a material using node which has a normal map?
Thanks in advance!

Edit: .blend file added
Here is the blend file


texts: Blender command doesn't get executed when it receives message from ROS

texts:
To control my blender animation, I am using WebUi that sends a message to Ros through Rosbridge.

Before doing so, I create a Ros Subscriber in blender that listens for a signal from WebUi and creates a simple Cube in a Scene. It is not working.

Here is my complete subscriber code that I wrote in blender's text editor:

import rospy
import bpy
from std_msgs.msg import String

def callback(data):
    if data.data == "create":
        bpy.ops.mesh.primitive_cube_add()
    if data.data == "shutdown":
        rospy.signal_shutdown("server stops")

def listener():
    rospy.init_node('listener', anonymous=True)
    rospy.Subscriber("chatter",String,callback)
    rospy.spin()
listener()

When bpy.ops.mesh.primitive_cube_add() is replaced by printing some messages it works, but not any command that acts upon the blender scene.


texts:
Hi!

I made a carpet and I am looking to add a color on specific part.

I tried brush but it is not satisfaying.

Looking for something like this: https://youtu.be/kv0q6EPJHKk?t=242

Thanks


texts:
I have a jigsaw puzzle with 4 pieces.  Each piece is a different object in the scene.  I have an image that I want to span across the top face of each jigsaw piece.  How do you texture multiple objects with a single image?

https://drive.brainsick.com/blender/texturing/multipleobjects/2x2puzzle.blend
https://drive.brainsick.com/blender/texturing/multipleobjects/apple.jpg

Looking for a technique that will scale across 1000+ piece puzzles.


texts:
I have a black dot in my scene view (it is floating in world position) which I can't delete and I have no clue how it occured:

This dot is only visible when I have selected the armature, but I can't manipulate this black dot with any bones in any way.

I duplicated this model from my base model and saved it in another file to create seperate animations, then I noticed this black dot.

Has anyone encountered a similar problem?


texts: how to avoid gaps on the distribution of hair on a model?

texts:
How do I get particle hair on a model I made, with out it resulting in many spots on the mesh with no hair at all?
Here is a picture of the problem.

Often the gaps are on the tail arms and legs.


texts:
Maybe this is a dumb question.
I have been animating a character doing several basic actions.
The main one I have a problem with is the running animation.
I've started each animation at the idle pose and he moves to run for a few steps then returns to idle.
The problem with this is obviously that it looks strange if every few steps he returns to standing. He should run for as long as possible.
So the question is, am I supposed to have a transition animation between idle and running, so that the run can go on indefinitely, or is there a way to loop a section of the run animation until he stops?


texts: I am editing a leaf in shader editor, Nodes are not visible not even a material editor. How to create the nodes, or make them appear?


texts: Connecting NodeSockets of differing types

texts:
If you check the docs, you can see under NodeSocket(bpy_struct):

  type Data type Is

  Type: enum in [‘CUSTOM’, ‘VALUE’, ‘INT’, ‘BOOLEAN’, ‘VECTOR’,
  ‘STRING’, ‘RGBA’, ‘SHADER’], default ‘VALUE’

What happens, if you connect sockets of differing types? In particular, RGBA connected to SHADER (Mix -> Material Output), and RGBA connected to VALUE (Image Texture -> ColorRamp)? Can someone tell how blender converts between the differing types?


texts:
Is there a way I can combine animations into a bigger action for a scene?
For example:
I have a breathing animation I created in action editor.  I want this to be played in the "background" no matter what other actions my character is doing at the time.  So far for the videos I've seen, the tutorials have been just creating an entire scene in action editor.  Am I wrong to use the action editor is for creation of single actions to be combined into bigger actions like the one I stated above?
My goal is to make a character with a main action, and sub actions ( breathing ) playing in the background.
I have a feeling the NLA editor is how I do this but I don't know it that well.  Also animation nodes would be perfect for this job but not good at it.  I only know dopesheet.  :(
And Thanks all.


texts:
In trying to place an image onto a surface (Blender v2.74), i've become unable to use the picture i've attached. The file format of the image is .png, and although it uploads fine, when switching to UV edit mode, nothing appears in the left-hand window [see pictures for reference].

Could anybody explain to me what the issue is here, and how to fix it?


texts:
I have a bone, which i need to rotate. It has to be done on a server all the time, which means, that it would be nice to avoid clicking on the bone.

I understand that i need to use:

bpy.data.objects['Armature'].pose.bones['Bone'].matrix_basic[0]

allthough i might be wrong.

After the bone is rotated, I need to Keyframe the rotation, how would i go about this?


texts: Is there a way to stop objects visually "clipping" through others at a distance?

texts: Up close, they don't clip through each other, but the farther out you zoom the more they do.


texts: How can I select only the inside of the mesh?

texts: I have already tried everything. :( Switching between the modes, used select all by trai-->interior faces. Nothing works in my blend file:(


texts: get string from Text Object using Animation Nodes

texts:
Is it possible to pull in the actual string of text from a Text Object? It's easy to create a string of text in the nodes and send it out to a Text Object, or even to pull in text from an external file...I just can't figure out how to get it from a Text Object that I created manually. I thought I might be able to using the Object Attribute Input node, but I don't know if that's possible. When I copy the data path to "Body Text", it just gives me "body", which doesn't work...

Thanks!


texts:
I have a cube emitter which emits simple blue particles. They appear in the 3D View, but not in final render. I have followed this tutorial (but not with plane) and my file is here.

Thanks for an answer!


texts: strange face appears in edit mode (concave quad)

texts: I am new to blender.  I have been getting a strange face that appears when I move vertices in blender.  You can see it in the attached image.  A face still appears even though I have moved the edge and vertices away.  Why does this face appear.


texts:
So, I am having this problem with a wrecking ball simulation from a Youtube tutorial: https://www.youtube.com/watch?v=nHVYYMG3QVY

Because the Chain under the Top chain is Not Colliding from the Chain Over,

Looks like I need help.

Data:
/Top Chain Collision(?): Mesh
/Top Dynamic Or Animated?: None
/Bottom Chain Collision(?): Mesh
/Bottom Chain Dynamic or Animated?: Dynamic


texts: Workspace custom property doesn't work as driver's variable

texts: I've tried to use a workspace's Custom Property as a variable for a Driver, but it looks like the path to the Custom Property is broken. Is there anything that needs to be added to the properties path?


texts: Color Management. What is the difference between display device, view transform and sequencer?

texts: All these settings are found in the color management section. I hear that filmic is the best to use, and it has filmic default for the view transform. But under sequencer sRGB is default. Under display device the default is set on sRGB with no filmic option. could someone please explain what the different terms display device, view transform and sequencer mean?


texts: Can't get my armature to move other meshes along with the main character model

texts:
I'm a Blender novice. What I want to do is upload a model to Mixamo, download it with animation, and then export that animation from Blender as an animated obj sequence so I can use it in After Effects Element 3D.
The model I want to use isn't rigged, and the a-pose is a little funky so Mixamo doesn't do a great job rigging automatically. I created a simple armature and attached the body to it. The problem is that there's some objects that are separate meshes attached to the body - clothes, eyes, hair, etc. These meshes are not moving when I pose the armature. I've tried parenting these meshes to the body mesh, and I've tried parenting them to the armature. Neither seems to be working. Could some wise guru look at my project file and tell me how to set this up so I can upload the model to Mixamo and have all the pieces where they're supposed to be? Thanks!


texts: How to rotate an object in my setting postion along z-axis in python?

texts:
I want the screw object to rotate along the z-axis in 99 steps from 0 to 2*pi. For each step, the python can output an image and save in a folder.

The original position of the screw is like this:

I had expected the rendered image's position could be like this. It can only rotate along z-axis without the changing of the origin's position.

But after I ran my code, the position of the screw changed to this:

My code is:

def animationImages(path, num):

    model = bpy.data.objects[0]
    print(model)
    model.rotation_mode = 'XYZ'
    images_path = path

    image_index = 1
    for radi in np.linspace(0, 2*math.pi, num, endpoint = False):
        model.rotation_euler = (0, 0, radi)
        image_save_path = "{}/{}.png".format(images_path, image_index)

        bpy.context.scene.render.filepath = image_save_path
        bpy.ops.render.render(write_still=True, use_viewport=True)

        image_index += 1
    return

images_path = r'M:\RenderedModels\images'
num_images = 99

animationImages(images_path, num_images)

How can I write the code to get the expected result?


texts: How to get the list of modifiers currently in the modifier stack of the object

texts:
I want to get a list of modifiers that r in the modifier stack of an object
i have no idea how this is done , so I haven't tried anything yet.
if i have a subdivision surface modifier applied on the object then i want a list that says ["Subdivision"]


texts:
I am trying to split a figure, so it will fit in my 3D-printer.
For the pieces to fit together after the slice, I plan to make a ball joint or a trapeze joint, and glue them together, just like this:

For this to work the best, I don't plan to bisect the model in a straight line, but use the knife it to fit certain lines on the figure, and so the figure itself hides the cut.
What I can do is (and also shown in the gif below):

Make the knife-tool selection K
Hide it H
Select a vertex, and all it is connect to ⌃ Ctrl + L
Unhide the previous selection ⌥ Alt + H

The issue is, when I make a "weird" cut, I have a hard time doing the following:

I need to select the edge of each of the pieces, which can be very time consuming. I need to find the ring loop (I think it's called?)
I need to make a surface when I finally get the ring, and it needs to be the same surface on each piece
I need to make the ball/trapese joint (I assume this is just a boolean modification with some extra space for the 'female'-pin.

How do I make a cut through a figure and make them overlap correctly so I can join them again after print?


texts: How to maintain interpolation when keyframing F-curve?

texts:
Inserting keyframe ruins Bezier interpolation. There is an option Sample keyframes, but it inserts keyframe for every frame - this is too much for me. How to do it without additional handwork?

Top to bottom: original curve, single keyframe inserted, sampled


texts:
i'm very new to Blender, so i would like to ask about the feasibility of the following:

I have 200 images of a sphere of a process over time. 100 images are camera recordings from the front of the sphere and 100 are from the back. I want to model the sphere and implement an animation with the 200 images applied on the surface of the sphere.
This will result in a sphere animation where over time a bright/white spot expands radially over the sphere until the whole sphere is white.

Is it possible with Blender to analyse the surface changes i.e. measure how much the white area is expanding?

If yes, do i need additional plugins/scripts? If yes, what are those?

Thank you very much in advance!


texts: Using 2 materials with different UVs on the same mesh

texts:
I am attempting to use two materials on one connected mesh, each with a separate set of UVs. The reason is that I want a high res head, using 4K textures for the head alone and another set of 4K textures for the body.  I have made two UV sets, Head_UV and Body_UV, each has either the head or the body minimized.
I thought I would be able to apply one material to the head polys and one to the body polys and then make each Material use a different UV set by using the UV node in the editor.  I made two materials successfully and the UV nodes seem to feed the right Coordinates to the textures in each.
The problem is that so far I've only been able to get the mesh to either be all one material or the other.  I tried going into edit mode, selecting the polys of either the head or the body and then clicking Apply in the Material panel, but no matter what I do, the mesh is either all head material, or all body material. I'm trying to avoid splitting the mesh, so I don't have to worry about keeping the edge verts together during rigging.
Is it possible to do what I am trying to do? Sorry if I am missing something simple here. I'm pretty well versed in 3D, but relatively new to Blender and I am still figuring out how everything works in it.
Thanks for any advice that might help me.


texts: How to model small details above curved surfaces?

texts:
I'm trying to figure out how to model small and weir details above a curved surface like a shoe's sole. Here a couple examples:

In this case the detail on the sole also fades. Is this modeled or sculpted with a brush?

Here the details are all around to the curved surface and they starts from the lower part of the sole and continues on the side and they looks all at the same distance between them, how could it be made?

Thanks a lot in advance!


texts:
I've been trying to recreate Gesy Bekeyei's clever trick (scroll below to see what I'm referring to) in using a black and white gradient texture to influence the Bevel Shader's radius to create custom bevels for each differently sized segments of the object. I've achieved a good part of that, however, the parts of the segments that make contact with the surface curve inwards, instead of outwards, as it normally would if a Bevel Modifier was used. I believe my UV unwrapping could be the reason but after unwrapping in various ways, I still haven't achieved the desired look.

Any of you good folks mind helpin' me figure this out?

By the way, unrelated - hope y'all had a great Christmas! :)

This is the look I want

This is what I'm getting


texts: my editing mode (x-ray activated) is not allowing me to see the reference behind. the edges are thick black and faces are white. any suggestion?

texts: The mesh in edit mode with x-ray activated is colored white with black thick lines, which means, I cannot see the reference image behind. I was working normally until that happens, I didn't know how to fix it, I searched a lot for something that matches my case, but there aren't any.


texts: How can I fully utilise all CPU cores for a hair dynamics bake?

texts:
I am working on a huge grassy field using a hair particle system that has 500,000 hairs. I have some forcefields blowing the grass around. When I bake this particle system to the disk, one of my CPU cores shoots up to 100 percent and the others stay around 5%. The grass blades don't interact with each other at all. Is there a way to make it use all 8 of my CPU cores, and if so how?

I have an i7-6900k and I'm on Ubuntu 17.10 using Blender 2.79. I have 16GB of RAM, but am considering an upgrade especially if it would help with this situation.


texts: Animation Nodes - Why Time info Node does not update Frames?

texts:
I have this problem:

As you can see Viewer shows 0.0 while it should show frame 118 or 119..
Frame node does not update while scrubbing in timeline. Anyone had this problem as well?

I've checked "Frame changed" and/or "Always" in Auto execution tab. But it does no effect anything.. Maybe I missed something else


texts: How to move an Arduino's servo motors using Blender?

texts:
Noob here. I am trying to get Blender 2.6 to communicate to an Arduino Mega board via USB serial comms. I cannot find a nice summary of how to write Python script to get Blender to send serial data to the Arduino. I found this guys project: http://justindailey.blogspot.com/2011/03/real-time-controlled-robotic-arm.html  -> which is similar to what I want to do, but there are no details on how to establish serial communications to a specified USB port.Plus I am using Blender 2.6.
Thanks!


texts: How do you create a mesh made up of mutliple objects within each other?

texts:
I am taking part in a 3D printing project, where I am aiming to print a model, made up of three/four cup-shaped objects within each other (like a russian doll essentially).They would be held in place at the top with bridges so they don't move relative to each other.

Does anyone know how I could create a mesh like this in blender?


texts: How to create an all-around night sky in Cycles?

texts:
So I created a night sky following this video https://youtu.be/9vbq6HOgA2w
It was going pretty well until I noticed that only half of the world actually looks decent. The bottom half/ middle is this plain ugly color I want to get rid of but I'm not exactly sure how I would do that.


texts: Can I add a control rig to a character after animation?

texts: I imported mocap animation to a basic rig and i want to clean up the mess. So my question is can I add controls over the basic bone structure after the animation been imported.If yes.please guide me through the process.I have no idea about rigging.


texts: Exporting Motion Tracking Data from Blender to After Effects

texts:
Is there a way that I can track footage in Blender, and export it to After Effects? I don't have money for specialized tracking software.

For reference I would like to do everything up until 2:21 (track, make points etc.) in Blender, and then do the rest in AE.


texts: Low-poly animation: Water clips through bottom of my floating boat?

texts:
As the title states, I have a small rowboat "floating" on water... I'm trying to keyframe the floating animation, but the water level keeps clipping through the bottom of my boat. I don't know how to fix this, as I've tried a boolean modifier on the water, but it doesn't seem to work (presumably because it's low poly and it looks bad?)
Any advice?
I'll upload my .blend file so you can take a look.


texts: Why does my 3D Object become transparent

texts: When I click f12 the texture of my 3D object become like this. If I missed something please tell me. I'm newbie at motion track. It'll help a lot thanks :)


texts: How do I get even lighting across a model? Blender 2.82

texts: I want to texture bake, but the lighting causes the final product of the bake to be affected with dark areas. How do I get even lighting across the model or fix the problem in general?


texts: How do I output to HDR10 Movie format in Blender?

texts:
Ok, so I have just purchased an HDR10 compatible 3840*2160 Display (4K), and I want to render some videos in Blender to look at in full HDR10 glory on it.

However it's Roku TV based OS has limitations regarding what file formats it can take, the supported file formats and codecs are listed in the image below:

However, in my searches, no one has been able to answer how to output to an HDR video format (TIFF can output to 16-bit RGBA, but TIFF does not work on the TV), everyone has how to input and manipulate HDR content inside of Blender and render that as the background.

Can anyone please figure out how to output to an HDR10 video in of Blender, I know that resolution doesn't really matter, but I specifically want the colors to be of HDR10. (the TV plays 720p HDR10 footage from YouTube just fine, so you do not have to worry about resolution issues)

(And for anyone wondering, the TV model is the TCL 55s401, and its spec sheet can be found here, also if you want to see some actual HDR content that works on this TV, almost all the videos in this zip do run on this TV as well).


texts:
I'm still new to blender and started modelling a star ship. its basic form is a sphere with a vertically cut torus around its equator.

On that torus it has 24 plasma engine exhausts facing north, 24 on the underside of the torus facing south.

Around its sphere it has about 120 hangars and more than a 100 weapon turrets. I had to spend a lot of time coming as far as the Sphere with the engine outlets and added 24 turrets, which took forever.

Having tried a lot of versions of where and torus, starting with 64 segments and 24 rings, I had to use  1024 segments at last and subdivision multiplier to finally come up with a sphere that really looked like the ship. But now I don't know how to reduce the complexity of the mesh - sphere and torus are already more than 38 million vertices and +37 mio. faces.

Every turret adds another 1.5 mio. I´m working on an older iMac from 2011, 16 GB 1333 MHz DDR3 and a 2,7 GHz Intel Core i5. Working comes more or less to a standstill and every now and then the mac completely crashes.

I am afraid all that work so far was for nothing, as I have neither completed the ship nor started on creating a scene and animation.

Help would be very welcomed!


texts:
I am trying to bake an internal scene in Blender Cycles. However, it adds some odd grey lines on top of the resulting bake:

Increasing the amount of samples does not help. You can pick up the .blend here: http://www.pasteall.org/blend/34703 (Unfortunately, my current UVs did not pack correctly, so re-baking will be required. Just select the room or the archway and click 'bake' in the bottom-right corner.)


texts:
My blender has been lagging very badly lately. I don't know what to do. please help.

my laptop performance details

Intel Core i5-4200U
CPU 2.30 GHz
RAM 8.00 GB


texts: how can I share variables between glsl and python in the bge?

texts:
I am currently writing a glsl shader in the bge,

My question is, if I have glsl embedded into my python script, how can I if possible share memory/variables between my glsl and my python so the below is both valid and functioning.

I would like it so that i in f is the same as the i in the for loop.

print("creating shads")
FragmentShaders = []

for i in range(257):
    f = """
        varying vec4 maps[256];
        void main()
       {
          gl_FragColor = maps[i];//this is not valid because i doesn't exist here.
       }
    """

    FragmentShaders.append(f)

print("end of shads")

the rest of the code works perfectly, but I see no reason to put it here.


texts: How to cause the texture through the glass?

texts: I would like to engrave some letter behind the glass, and then just put the light behind the glass to project the letter throughout the glass as a magnifier . I tried it by transparent shader ,but seems like only got the pure light can through the glass, and all the roughness and color can’t through the glass. Please help me to do that.


texts:
Precisely what are attributes in the context of geometry nodes?
I have been able to find little to no documentation and/or community info on this subject.
Explaining or linking to an in-depth explanation would be appreciated.


texts: How to change keybinds without the prefix events

texts: I just got into blender, and I find using Shift + Space + A key for the main object editing tools such as scale and move is too much, I would much rather just have them as simple keys for efficient building. I have been messing around with the Keymap and looked up a few things but I can't find a way to remove the required Space + Shift part!


texts: Rigify/Armature - additional bones cause unwanted deformation

texts:
I made simple humanoid low-poly character/model for testing/prototyping.

Character has extra "weapon" bones attached to palms. The idea is to parent weapon objects to those bones, which would allow me to rotate blades/guns/whatever independently from hands.

However, once I create "rigified" rig, rotating those bones (which show up at FK layer, by the way) cause unwanted deformation of fingers.

I checked mesh in weight paint mode, this is not problem with weight, actual skeleton is being deformed. (It is visible in the last screen).

Why does this happen, how do I fix this, and is there alternative/better way to make "weapon" bone?

I do suspect that "weapon bone" somehow interferes with inverse kinematics, but I'm not sure how to proceed from there.

Model is animated with inverse kinematics, with all FK/IK sliders set to IK on arms/legs.

I created weapon bones by selecting "hand", extruding it twice, then deleting middle connecting bone.

Aside from having extra bones for weapons, it is pretty much stock metarig with slightly adjusted bone positions.

I'm using 64bit blender 2.74 on windows 7.

Here is file with the rig (without geometry/animations). It is saved with weapon bone selected.


texts: Wierd pixel issues in final render (GPU only)

texts:
I recently noticed with the new Blender update to 2.90.0 these dark, vertical, one pixel wide artifacts on my final render.

It only happens with my AMD GPU:

Software version 2020.0515.1537.28108
Driver version 19.50.29.27-200515a-355311C-RadeonSoftwareAdrenalin2020
OpenGL version 26.20.11000.13587
Vulkan Driver Version 2.0.137
Windows version 10 (64 bit)

With my Intel (i7) CPU it looks like this:


texts:
So, I've followed a couple of tutorials about cloths, and I wanted to make a kind of rolled around cloak. Thing is, it passes through most of the mesh besides that hole I made for the head. I don't really know/have found out why yet this happens, so here's hoping that some of you people can help me.
Here's all the info I thought you might need.


texts:
I have gotten into a situation where I cannot seem to get things working correctly. Here is a screen shot of the problem I am having an issue when trying to use tools (like the Extrude tool). I cannot see the options when clicking on the icon for the tool in the edit toolbar.

I tried looking this up in the Help document and I thought that when I read was that switching the mode from Global to Local would solve it but it did not. I am trying to learn how to use Blender and this just started happening so now I am kind of stuck. The only way I can access the options for tools that have them is to use the RMD and then select from the pop up menu. I do not understand what has triggered the icon you see with the + sign.


texts: How to add a custom object entry to the add menu?

texts:
Hello I am creating an addon for blender. I have rigged a character, with controller handlers, sliders to control the rig, etc.

I need now to understand how to create a custom 3D menu to append the whole scene in my viewport, just a way to make it less boring than appending it everytime.

I learned how to add a custom object, but I am encountering difficulty in making a custom menu to append an entire scene.

To be clear I want to add a custom button under the bone and armature section when you hit ⇧ ShiftA to append in the 3D scene.


texts: Hello, what to do when UV Image Editor is completely gray?

texts:
In edit Mode, everything is selected.
I was rotating a UV map of one of the wall faces so it would look better in Unity, but then it became completely gray. Restart didn't help.

HAALP!


texts:
I am now done mastering the learning curve for the VSE and done with my first video project (20min, 5 channels, 100+ clips different format, pictures, transitions etc). I switched from years in KDEenlive to Blender because of the positive reviews regarding OS video editor choices and instability and linux only limitation of KDEnlive.

Now it turned out that Blender VSE was mostly rockstable and has a nice "video building feel". But in the current state (2.78) it has major and minor issues that would prevent me from trying another path again and I would like to know if there is anyone either helping me with the issues or working actively on fixing them.

Major ones:

(1) The rendering is terribly slow and does not seem to use more than one core. h264 rendering on my SSD/16GB/skylake i7 is more than 4x faster in Handbrake (same codec, same file). KDEenlive is way faster with ffmpeg too. I checked all the info here and other forums on it. No luck. Need 3h for those 20mins. Rendering picture movement and transitions is even worse - 2-3  FPS only.

(2) Sometimes some seemingly random audio clips in the big video project are not rendered. Everything is fine in the VSE, plays fine there. In the rendered video there is first sound then when some clips should fade in there is silence. Later on when other clips come in sound comes again. WTF - i found no solution on the web to it. I could just reimport the clips again doing keyframe fiddling again etc pp. This is a killer problem.

(3) Going back through your user modifications needs endless ctrl-y/z keytrokes because it seems to register non modifying user input as zooms/moves somehow as steps... weird.

Minor ones:

(4) Frame rate conversion issues. I could not make some clips withe different framerate (25 instead of 50 project fps) work in VSE. If I did a speed adjustment (2x) it played with  half speed, if I did none it played double speed, but 1.5x -> 1.5 speed. A nasty bug but I should have transformed everything with handbrake prior to importing them in VSE.

(5) A pity that there is no easy and in the strip editor visible "gamma cross for audio" - or a coupling option with it. you always have to mess with keyframes (or crossfade sounds) and they get messed up very easily when you move your audio clips.

(6) No audio correction - appreciate the volume and pitch modifiers but some basic filtering would be nice.

(7) Waveform drawing does not seem to be affected by the volume setting though this would be a very easy enhancement (to level out volume differences)

(8) Imported photos seem to be scaled and therefore deformed to the VSE aspect ratio and there is no other fix than to transform them again. There is also no slideshow pan and zoom automatism like in kdenlive, you have to do it by hand - but its doable with keyframes.

All in all I want to applaude the blender creators that they did such a capable video editor "en passant" and the community seems to be very helpful and professional.
With some issues resolved and some features added it could become the VLC of video editors.
Anyone in the know if there is a plan for that?

Best regards,
George


texts:
I created a video and exported it in MPEG4 format with H264 encoder and 50 FPS.
When I import this file to Camtasia 2020 into a project with 50 FPS I notice a stuttering in the video. When I go frame by frame I can see that Camtasia is doubling some frames. Increasing the FPS to 50.95 in Blender makes the playback better, but still not perfect.
The file information (right click, properties) shows the exact same frame rate I set in Blender.
Now I am wondering if that is a Blender or Camtasia problem and how to fix it.
Can someone help?
Thanks and best regards,
Michael


texts:
This might be a silly question, but I'm not sure how to use rigid bodies in 2.8 to explode a cube.  I'm trying to make it active and the plane passive as well but can't figure out how.

Here's a screenshot:


texts: Get an animated rigid body object affected by the rigid body world speed (Slow-motion)

texts:
I have an destruction animation with particles, rigid bodies and smoke. Now I want at some point all the animations and simulations be in slow motion.
This works all fine, BUT my "destroyer rigid body" is an animated rigid body - this is because I want this object to be on a excact location at the end of the animation.

I know i can animate the "animated" option on the rigid body just before it collides, but then the object will just destroy and then fall down. But the end position of the destroyer object should be higher than in the beginning..

I also could just slow down the animation of the destroyer object, but this would lead to a wrong destruction animation.
I hope you understand what i mean..

Any help would be appreciated!


texts:
I painted my object in vertex paint (cycles) and it looks great in rendered view, but on final picture render it has white spots on it. Did anyone had the same problem? Thank you

nodes: attribute - diffuse BSDF - material output


texts: What is the dimension used by the GPencilStrokePoint.co() method?

texts: When creating strokes in Blender, we need to use the co() method in order to stablish the coordinates. I wanted to know what is the dimension of the coordinates used by this function? Is it pixels? If it's not pixels, is there any way to set the coordinates of the strokes in pixels?


texts: Why these big checker boxes are seeing in texture and rendered mode?

texts:
In the render (1st Pic) and texture (2nd Pic) modes, why these big checker boxes are showing? Is there any solution to remove these?
Its a transparent sphere with some noise textures and soft body/collision simulation
Thanks
Arun


texts: Mesh deformed after copying vertex groups between two identical meshes

texts:
I want to add a Mixamo animation to my 3d character model. This is how I work:

I upload a character .obj to Mixamo to add a rig to it. After selecting an animation, I download everything as .fbx.

In Blender, I have my orignal mesh with materials ready and I import the .fbx. My goal is to copy the animation on the textured mesh. Before I can copy the vertex groups, I have to add some vertices to make the vertex count matching. After that I copy the groups by using Copy Vertex Group to Selected.

After that, I delet my mesh from the imported .fbx and I link the textured mesh to the armature by using the Armature modifier.

This all seemed to work in Blender 2.82 but recently, in Blender 2.83 (and after checking in 2.82 again, also in this version) the animation seems to deform the mesh quite a bit.

So I'm really puzzled here. This method of working worked for me on a numerous of occasions but recently I doesn't anymore. I suspect it has to do with the Vertex Weights but those should normally not change when copying the vertex groups? Or am I missing something?

Thank you very much in advance for any help on this topic.
All the best,


texts: What would be the better hardware to use in cycles?

texts:
So, i have a dilemma. Do i use my i3 4160 or the soon to be mine gtx 960 to render out scenes and animations in blender cycles, please any answers would be helpful

EDIT thanks for all the advise guys, ill look into this a bit more then.


texts: Change or update audio start with video texture start frame

texts:
I am looking for a way to link the video texture start frame with the audio start frame in the video sequencer.

My intention is as follows

Import multiple movies as Image plane in Blender
Then import the respective audio track in blender video sequencer. Align the audio track by matching the start frame in the video texture and video sequencer. This is a manual process. But I am ok with it. I am not sure how to link the start frame of video with the start frame of audio. - This is what I need.
Then animate camera pan and zoom and update the video start texture according to the animation manually.
Then I expect the audio start frame to be adjusted automatically - This is what I want to happen

I searched google and found that drivers in blender can be used for these purposes. But soon realized that there are no drivers for both the options. I also tried to create a custom property. But had no success.

Please suggest


texts: Export only the selected object to STL file in Blender 2.8x

texts:
How can I export only the selected objects out to an STL file.  I tried hiding from view and render but they are still included in the STL ile see images below.
My settings before exporting to STL format.

The image when it's imported

PS: I'm using Blender 2.83


texts: How can I remove all unused materials from a .blend file?

texts: I'm testing different materials in the same object, and finally the file has a lot of unnecessary material, is there any command  that performs the cleaning of these materials automatically? in short, is it possible to make them disappear from the file?


texts: Can you stop a sun lamp from lighting specific objects in a scene?

texts:
One object (a lamp shade) in my scene has a simple white material with a normal map. When lighting my scene with just an HDR the material looks as desired. When I add a sun lamp it helps the rest of the scene but blows out the highlights on this white material. I'm using Filmic color management.

How can I avoid these blown highlights but retain the shadows and bounce lighting from the scene?


texts: Blender doesn't update/refresh its window

texts: How can I get it to update/refresh its window the way it's supposed to? I'm using windows 8 and I was able to get blender to work before, but after reinstalling windows 8 and blender, blender won't update/refresh its window unless I move, resize, maximize, or unminimize it. This makes blender completely unusable. I have already tried reinstalling blender and turning my computer off and on again.


texts: How to avoid bone roll on "Rotation Constrained" IK bone?

texts:
For 2d cutout animation sidefacing rig (XZ plane), movement and rotation in Y axis is restricted with constraints.However even after applying IK constraints to the IK chain and location constraints to the IK target there is still rotation in the Y direction . Also bones roll on movement.
How to avoid this ?


texts: I came across a problem with blender materials. I use both blender and blend4web materials. What happens is blend4web materials aren't rendered sometimes. Is it possible to use blend4web instead of "Blender render" to render images?


texts: Hair works in viewport, but won't be rendered

texts:
I have this blend file:
https://www.dropbox.com/s/zj42em9ia5fa91s/running_mixamo_animated_hair.blend?dl=0
and it works in viewport and i can successfully render the viewport animation.

However whenever i try to render this, it simply does not work. It renders this:

my settings:

maybe it is important: i use multiple cameras (although i don't believe this causes the problem)


texts: How can I use the shadow catcher on an object and sill get its shadow and ambient occlusion?

texts: Im making a house on the side of a real and bigger house, so I modeled the real house to get its shadows and ambient occlusion, but when I activate the shadow catcher, they dissapear. ¿Is there a way to get them back?


texts: How to position a poncho with cloth physics

texts:
I'm working on a character who is wearing a poncho:

The poncho has cloth physics, and the character is a collision object. To get the model in that screenshot, I started with a flat subdivided plane with a head hole cut out, I positioned it around his neck, and the physics drop it around his body.

I'm trying to figure out if I can "pose" the poncho differently. I'd like to have it like this:

Is there a good way to achieve this pose?


texts: Scale deformation when rotating imported FBX

texts:
I've been working on this gun model and all was going well until I tried importing it into another blender save, I then realized that the imported FBX's parts deform when I rotate them, this does not happen in the .blend save of the model however. I have tried un-parenting all the children and then reattaching them and exporting it and re-importing it again but still whenever I rotate a child of the main weapon it deforms and stretches. No idea what's causing it, it's especially strange because it doesn't occur in the .blend save of the model but does if I import it into a blender save. Here are some screen shots for example.

Base Weapon:

Rotated Children:

Rotated Children on same model, but reimported (Above):

Thanks, any help or suggestions would be appreciated, I'm stumped. <3


texts:
There are two Exposure controls: In the Film section of the Render Tab and the Color Management section of the Scene Tab.  The effects of changing the Exposure in Color Management can be seen in both the Cycles preview and in the final render.  Changes to Exposure in the Render tab seem to only affect the final render.

Other than this, are there any practical differences?  In what situation would one prefer to use the Render Exposure instead of the Color Management Exposure control?


texts: VSE: How to Reuse an Animation or how to Create an Animation Template?

texts:
In Short

I have animated a strip in the VSE and would like to apply the same animation to other strips later. How can I do that without manually recreating the keyframes on the other strips?

In More Detail

I guess I’m looking for a way to create something like an animation template that I can apply to multiple strips at different points in time. Ideally, making changes to the animation template will also update the animations where the template was used.

The accepted answer on this question suggests that Actions could be used to create such animation templates. Unfortunately, I couldn’t get new keyframes on VSE strip properties into custom Actions but only into the default “SceneAction”.

Example .blend File

Here’s a sample .blend file that shows what I’m after:

There are three similar, scaled (color) strips on top of a background strip. I have animated the yellow strip (via Transform.Yellow). I would like to reuse the same animation on the other two color strips, just later in the video.

(Note: in reality I don’t work with color strips but they should be good enough to demonstrate the issue.)


texts:
I'm making robot models exported from SolidWorks look better by smoothing the shading of the faces, here is my work-flow:

Import mesh
Remove double vertices
Smooth faces
Apply EdgeSplit
Export final model

This works great but I am not sure of one thing, from what I understand the EdgeSplit modifier only modifies the vertices normals on specific regions of the mesh (given the split angle).

When applying the work-flow above on some meshes (example), the poly count changes and I don't understand why:

Original file: 230 vertices
Removed doubles: 226 vertices
Smooth faces: 226 vertices
After EdgeSplit: 421 vertices

Why is the EdgeSplit affecting the poly-count in some cases and other not?


texts: I have an object with a UV unwrap, but there are overlapping parts. I want to pack islands to avoid any overlaps. However, the rotation of the islands matters due to using procedural textures. Pack Islands doesn't seem to give me any options, but is there a workaround or other tools that would let me stop overlapping UVs islands without rotating them?


texts: Regions in my scene seem to render with less illumination

texts:
I have a simple problem in my scene:
I have 4 lights, but only central lights are working in my render.

More info:

I tried more lights or planes, more emission strength, but the illumination don't penetrate inside of cylinder, the cylinder is cutted in half.. only the central  illumination(Normal illumination) is working good.

My goal is a illumination equal to the object's center (normal illumination) for all parts of the object

This render will be used for texture of another object, but is still a draft, ignore the number of polygons ...


texts: Make an object Always face the camera, and always be upright?

texts: So I'm planning a new portfolio piece, and for it to turn out how I want, I need some help with constraints. There is going to be a star that always faces the camera, and that much I figured out. The problem is I want the star to always be right side up from the cameras POV, so I think there needs to be an additional rotation constraint as well. I don't know how to go about it though. Advice?


texts: Animation & Rigging - Re-orienting bones in an IK rig for a different proportion characters

texts:
Probably half this question isn't entirely blender specific. But if I make a rig for a squat biped and create a set of animations, and then create another character that is tall and narrow when I re-position the rig to fit the proportions of the second character the animations go haywire.

Is there a system of constraints or something I can setup to make re-using a single rig and animations for large range of characters that are much different from the original?


texts: How would I make a boolean made up of the circled shapes work properly on a small, flat, coin-shaped cylinder

texts: What I'm trying to do it 3D print a small coin like thing and make a slight indent in the shape of the 6 triangles and 4 circled circles into the coin shape. I tried it earlier and it did not work and was terrible, and there's definitely a way to do it I'm just not too advanced at modeling, so help would be appreciated. I can provide more info if needed. (Also not sure how to create the triangle shapes well, I did it but they were bad and interacted horribly with the base cylinder.)


texts: Matrix not applying to pose bone correctly

texts:
I'm attempting to import animations from text files but I can't seem to figure out how to properly import it. If I make a list of positions in a text file like here
from mathutils import Vector, Quaternion, Matrix, Euler
bpy.context.scene.frame_set(1)
M1 = Matrix.Translation(Vector((0, 0, 0)))
bpy.data.objects['Armature'].pose.bones[0].matrix = M1
bpy.data.objects['Armature'].pose.bones[0].keyframe_insert('location')
bpy.data.objects['Armature'].pose.bones[0].keyframe_insert('rotation_quaternion')
M2 = Matrix.Translation(Vector((0, 0, 2)))
bpy.data.objects['Armature'].pose.bones[1].matrix = M2
bpy.data.objects['Armature'].pose.bones[1].keyframe_insert('location')
bpy.data.objects['Armature'].pose.bones[1].keyframe_insert('rotation_quaternion')
M3 = Matrix.Translation(Vector((0, 2, 4)))
bpy.data.objects['Armature'].pose.bones[2].matrix = M3
bpy.data.objects['Armature'].pose.bones[2].keyframe_insert('location')
bpy.data.objects['Armature'].pose.bones[2].keyframe_insert('rotation_quaternion')

https://pastebin.com/HRp8pbTn
Full code I type in to console in the pastebin. Typing that gets me the animation as I exported with no issues that I can see. If I write a loop for it however like so
    bpy.ops.object.mode_set(mode = 'POSE')
    for frame in range(transform_count):
        current_frame = frame + 1
        bpy.context.scene.frame_set(current_frame)
        for node in node_list:
            node_rotation = processed_file[frame_index + node_index + 7].split()
            node_translation = processed_file[frame_index + node_index + 8].split()
            node_scale = processed_file[frame_index + node_index + 9]
            matrix_translation = Matrix.Translation(Vector((float(node_translation[0]), float(node_translation[1]), float(node_translation[2]))))
            matrix_rotation = Quaternion((float(node_rotation[3]), float(node_rotation[0]), float(node_rotation[1]), float(node_rotation[2]))).inverted().to_matrix().to_4x4()
            full_matrix =  matrix_translation @ matrix_rotation
            armature.pose.bones[node].matrix = full_matrix
            armature.pose.bones[node].keyframe_insert('location')
            armature.pose.bones[node].keyframe_insert('rotation_quaternion')
            frame_index += 3

        frame_set += 1

The position of the bones are all wrong. It's almost like the matrix is either being ignored or it's taking the matrix I give it and adding it the the pose bones current position. I want it to be exactly at the matrix I give it which is a global matrix. What am I doing wrong here?


texts: How to retrieve value from StringProperty?

texts:
I'm trying to create an addon for Blender.  The addon will have an operator part that builds a mesh and also a panel part that lets the user configure it.

One thing I want to do with the panel is have a drop down property that lets the user select the name of a reference object in the scene.  I found some examples showing how to add this to your panel using the layout.prop_search() method.  However, I wasn't able to find any information on how you are supposed to retrieve the value after the user sets it.  Right now I'm just trying to have my operator fetch the value the user set and print it to the console.

When I try, I get the message

(<built-in function StringProperty>, {'attr': 'theChosenObject'})

Also, is this the best way to go about doing this?  It looks to me that I'm cluttering up Blender's object space by having my addon insert all it's 'global' variables into bpy.types.Scene.

Here's my source:

bl_info = {
    "name": "Build It",
    "category": "Object"
}

import bpy

class BuildItPanel(bpy.types.Panel):
    bl_label = "Build It"
    bl_idname = "VIEW_3D_TOOLS_build_it"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Tools"

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

        scene = context.scene

        col = layout.column(align=True)
        col.prop_search(scene, "referenceMesh", scene, "objects")
        col.operator("object.build_it", text="Do Build")

class BuildItOp(bpy.types.Operator):
    bl_idname = "object.build_it"
    bl_label = "Build It"
    bl_options = {"UNDO"}

    def invoke(self, context, event):
#        print(BuildItPanel.bl_category)
        print(bpy.types.Scene.referenceMesh)
        return {"FINISHED"}

def register():
    bpy.utils.register_class(BuildItPanel)
    bpy.utils.register_class(BuildItOp)
    bpy.types.Scene.referenceMesh = bpy.props.StringProperty()

def unregister():
    bpy.utils.unregister_class(BuildItPanel)
    bpy.utils.unregister_class(BuildItOp)
    del bpy.types.Object.referenceMesh

# This allows you to run the script directly from blenders text editor
# to test the addon without having to install it.
if __name__ == "__main__":
    register()


texts: Converting light emitting objects from Cycles Render to Blender Render

texts:
After struggling a tiny bit with render durations on some low-lit Cycles scenes, I am trying to convert a Cycles render scene to a Blender internal scene and hopefully, get faster rendering times.

After switching the project to Blender Internal Render, I converted the neon lights that spell the word on the wall, by deleting the material and creating a new material. I increased the Emit value since the neon letters should illuminate the whole scene. And enabled Indirect Lighting in World panel, as well as set Gather to Approximate.

The result is somewhat strange:

1-There are strange artifacts around the emitting objects

2-The letters do not illuminate the scene as they used to in Cycles, unless the objects are mirror/reflection enabled (the bed and the hand are very dark)

3-the glow coming from the light objects only carries onto a small strip of the neighboring walls, which then become dark abruptly, instead of bathing the room in an ambient glow

This is the scene in Cycles, and what I would like the scene to look like (note how the whole room is filled with light yet the glow is soft and casts shadows):

I have looked online and here on SE for render engine conversion tips but couldn't find any...

Blend file:


texts: Effects of python script are not permanent

texts:
I created my first python script in blender, the purpose of which is to manipulate an animation.
To be more precise, it loops over some F-curve and on some of its BEZIER segments, it changes the intermediate control points (left_handle and right_handle in blender speak). I am quite happy because the script does what it is supposed to do.

However, whenever I manipulate the animation otherwise (create a new keyframe or use the F-curve editor), the effects of the python script are undone. So I keep the editor window open and when needed, hover over it and do Alt-P; so by and large, the problem is only mildly annoying, but anyhow. Also, I meanwhile noticed that the scripted changes do survive a save, blender close and re-open. But the first added keyframe spoils it again.

Q: Did I miss some special call that needs to be made in order to make my scripted manipulations "permanent"?

For the record, here's the script, slightly shortened

import bpy
import os

fc = bpy.context.active_object.animation_data.action.fcurves
loc_z_curve = fc.find('location', index=2)

extrafactor = -1.5 * bpy.context.scene.gravity[2] / bpy.context.scene.render.fps / bpy.context.scene.render.fps

prevk = None
for k in loc_z_curve.keyframe_points:
    if not prevk is None and prevk.interpolation == 'BEZIER':
        frames = (k.co[0] - prevk.co[0])/3.0
        dist = (k.co[1] - prevk.co[1])/3.0
        extra = extrafactor * frames * frames
        prevk.handle_right[0] = prevk.co[0] + frames
        prevk.handle_right[1] = prevk.co[1] + dist + extra
        k.handle_left[0] = k.co[0] - frames
        k.handle_left[1] = k.co[1] - dist + extra
    prevk = k


texts: Sculpting tools seems to gravitate towards a cavity in my mesh

texts:
Im new to blender but not to sculpting. I've been excited about being able to do some basic sculpting on my computer as I don't have access to a studio at the moment. I have some strange issues when sculpting in blender though. The sculpting tools suddenly kind of pull inwards towards the middle of the mesh. If I try to sculpt the cheekbones of my sculpt with the draw brush for instance it goes inwards even though I've chosen the "+" direction. Doesn't matter if I'm using dynotopo or not. When I go into wireframe mode there seems to be some sort of cavity in the mesh that perhaps the brushes are gravitating towards. Hoping someone can help me out here.
Thanks in advance!


texts: How to create toggle buttons in blender GUI from dynamic list of items?

texts:
I would like to export selected Armature actions through blender export file gui. So the user would be allowed to select the actions from the list in the GUI (shown in the image) after the File->Export->ES3D has been selected.

I have tested PropertyGroups, but they seem to be quite read only once the script is running. What would be the correct way of adding arbitrary amount of toggle buttons in the export file draw function (sample code with PropertyGroups below) after the File->Export->ES3D has been selected ?

Thank you,
    -Mika

Example GUI

The example "pseudo" code creates a PropertyGroup when the script is loaded to the Blender (in the blender startup) and I can not change the toggle buttons after that anymore.

class PresetsCollection(bpy.types.PropertyGroup):
    actions = {}
    index = 0
    test = ES3D()
    for a in test.getActions(bpy.context):
        locals()['action_%s' % index] = BoolProperty(name=a, default=False)
        actions['action_%s' % index] = a
        index += 1

class ExportES3D(bpy.types.Operator, ExportHelper):
    bl_idname = "export_object.es3d"
    bl_label = "Export ES3D"
    bl_options = {'UNDO', 'PRESET'}

    filename_ext = ".es"

    def draw(self, context):
        layout = self.layout
        layout.label("Actions")
        row = layout.row(align=True)
        # List
        box = row.box()
        e = context.scene.presets
        for a in inspect.getmembers(e):
            if a[0][:7] == "action_":
                box.prop(e, a[0])

    def execute(self, context):
        # Export filename must be set
        if not self.filepath:
            raise Exception("filepath not set")

        # Gather all export data
        e = context.scene.presets
        selected_actions = []
        for name,data in inspect.getmembers(e):
            if name[:7] == "action_":
                if data == True:
                    selected_actions.append(e.actions[name])

        # Export the ES3D
        test = ES3D()
        test.convert2es(context, selected_actions, self.filepath)

        # All done
        return{'FINISHED'}


texts:
I'm a professional Previs artist working in Maya and now deciding to give it a try with Blender. I am absolutely new to it...
I couldn't find any chat here related to that (not even tags about it). Is there anybody out there making previs with Blender? Is it possible? Hard/easy? Need much scripting?...
Let me know :)

Cheers everyone!


texts: Camera view not aligning with camera? Blender 2.82

texts: When I try to use either the camera button or Numpad 0 the camera snaps to the object instead of the actual camera?


texts: Will Intel I7 4770K bottleneck RTX 3080 when using Blender?

texts:
I know that in some cases (for example some games) CPU can be a bottleneck for GPU. I'd like to buy RTX 3080 but I wonder if I'll be able to use It's full potential in blender on my current PC.
My current PC is: I7 4770K - 3,5GHZ (3,9 turbo) with possible OC (current temperatures in idle are around 32 Celsius). Z87 MPower Motherboard, RAM: 16GB DDR3 1600MHz, SSD 1TB Samsung EVO.
I will be grateful for hints whether it is enough to change the GPU or I need to replace the entire computer. Thanks!


texts:
I am new to blender and trying to create a cookie cutter, which I can then print using my Tevo Michelangelo printer.
What I have tried so far -
I created 2 svgs using Sketch as follows

Then I imported these in Blender.
Fill -  applied solidify, and set thickness as 3mm, and offset as 0. Then converted this to mesh. This will be the roof of my cutter (top part, where I can press using my hand pressure)
Stroke - Converted to mesh, selected all edges, extruded 20mm to form the wall of my cutter. Then applied solidify and set thickness as 2mm. This is how both objects look like

Method 1 - I aligned them (using top view) and joined both objected using Command+J. This is how it looks after joining

I exported this to stl file and when I import it in CURA, it looks fine, but upon slicing, it does not print the walls.

Before Slicing -

After Slicing(Preview mode) -

My Print settings -

Method 2 - Instead of joining them using Cmd + J, I perform the boolean union operation with an overlap threshold of 0mm.

After importing in Cura, the same thing happens as above. (Same settings)

Have been struggling really hard to figure out where it went wrong. Any help would be greatly appreciated. Thanks in advance


texts:
I have seen that a Python script can update several materials, that contain basically the same nodes, with simple value changes (Change multiple specific nodes in multiple materials (with python?))
I need to do something like this to affect over 2400 almost identical materials.
I have used a map globe downloaded from 3d Warehouse. This globe is black and white, and has been created by the designer using over 2400 jpegs of map squares and identical materials with unique jpeg names in the initial Base Colour node (see picture below).
The Material names are GLOBE_0 through to GLOBE_2448. If a node group had been used with the unique jpeg as input, I could change the node group to affect all. However, that was not the case.
I want to change the colour from black and white to gold and cream. I believe this update of the image could be created as a node group, with an input/output of Color, and slotted in between the Base Colour and Principled BSDF nodes. Although I am still a Blender novice, I will work out what this node group should contain (probably nick similar transformations in Blender STackExchange if I'm honest!). However, I don't know how the slotting in of a new node group would be scripted in Python.
The commonalities in all these materials are:

Material names - GLOBE_0 through to GLOBE_2448
A new node group - call it ColorGold
Link between Base Colour and Principled BSDF nodes

Thanks in advance.


texts: Import scene into VSE with different camera size

texts:
I am preparing a video in 1920x1080. This is a presentation style video, meaning it has some slides and some images. Some of those images are  direct renders from blender, but instead of rendering into an image and then importing, I am just adding a scene strip into the video.

However, the render camera in the scene is in portrait format and when I insert the scene into the video, everything gets squashed like in the image

Is there any way to fix this? Do I have to use a 1920x1080 in the render scene?


texts:
When I increase the point light radius, it ends up creating artifacts on the textures for seemingly no reason.

Even though I I have High Quality Shadows (High bit-depth and cube map resolution).

I want to create a smooth texture just like the corner of the photo, but for some reason it ends up creating these squares with what looks like many "vertices".


texts: How to repair procedural texture for animation?

texts:
I made an eye and for texturing I used a procedural approach. It looks fine when the character is in rest position, however when in pose position the whole eye turns red (the materials don't work well anymore?). The file can be downloaded here: https://www.dropbox.com/s/oy4utqa1l0grppk/blendstackexhange.blend?dl=0
 I have 2 materials: one for the sclera and one for the iris. The shape of the eye is the following(the selected part is the iris):

Material preview in edit mode:

Is there a fix for this? Here is a picture of the eyes in rest and pose position:

EDIT:
Here is my node setup:
The iris:

And the sclera:


texts: How can I add a new socket to a node and then make that socket connected to a property

texts:
In my script, and thanks to brockmann!..  I have added a texture (in the Texture Editor) and also added a Texture Node (in the compositor). The Texture is connected to the Texture Node and that works great. I would like to add two new sockets to change the values of one of the Nodes in the Texture editor

For example,

I have a blend Node in the Texture Editor, and I want to be able to change the colors of the blend.

I figured out how to add a socket (which was pretty simple) but they do not control the colors,  I am not sure how I would now connect the new sockets to the texture blend node..

I added the sockets to my Texture node like this

    comp_node_texture.inputs.new('NodeSocketColor', 'Color 1')
    comp_node_texture.inputs.new('NodeSocketColor', 'Color 2')

But I now need them to be connected?


texts: Blender 2.49b crashes instantly when i try to open it

texts:
As the title describes, i open it and it says it all good and that it found the correct python version and then instantly crashes.
I really need to use this older version as i read it can import .x files and the plugin for newer versions able to do that seems to be broken.
Anyone who has any idea of why this is happening?

I figured out this is the case for every version before 2.72


texts:
I've done this before fine but I had scaling issues so I restarted my project. I created a bezier circle and moved the points around in edit mode to what I wanted. I set the 3D cursor to one of the points in edit mode that I wanted to be the origin. I went in to object mode selected the circle and then I used set origin to the 3D cursor in the Shift + S menu and it does not move.
It isn't a visual bug as the object rotates around the origin in its original place. Is there anything I've missed?


texts: Scale procedural triangular pattern evenly

texts:
I want to make a triangular pattern scale evenly from left to middle - and from middle to right back.
I'm getting the issue that the shape is getting rounded toward the middle, and I'm not exactly sure how I can have the pattern not mirror.
The third image is sort of what I'm going for, minus the gaps in between.


texts: Is possible to control quantity of texture? (Python)

texts:
I have this sort of stone and I want it to have some lichens on the top but I want to control te quantity of lichens that is on the stone.
Texture:

http://imgur.com/pDOM0qz.jpg

For that I've already this texture overlaping twice and I'm using the mapping node to control this. Result:

http://imgur.com/lWQnfFX.jpg

Using Python I'm trying to like simulate the aging and growth (more and bigger liquens) controlling the mapping node and my question is, is there any other way that this can be accomplished? Kind of controlling Uvs and adding this texture a few times?Image processing? Thank you.


texts: Properties Editor: How to change short to int for "Pass index" button in Relations?

texts:
I am numbering objects in my scene with the help of "Pass Index" button.

.

Apparently this button is short and it can not be set to  more than 32767 objects in the scene. I would like to change blender source code to be able to set more objects. I found file in which this property is declared: "DNA_object_types.h" (struct Object -> line 252: short index; /* custom index, for renderpasses */.)

But once I change it to int, program will not compile and will give me a lot of errors. What is the proper way to change short to int for this button? How actually rna_object_gen.c is generated? I read through rna and dna articles, but I still didn’t get an idea how to change this short to int. What are the other places in the code which I need to change?


texts: How to ease grease pencil animations between different keyframes

texts: I have been trying my hand at animating with grease pencils, but found that keyframes do not behave with grease pencils as they do with standard meshes. When you put a keyframe for the clouds in this picture for changing positions, it doesn't gradually calculate the position change from keyframe to the next keyframe like you would expect. Instead, it just jumps to the next position only when it hits the frame where you made the next keyframe. Kinda complicated, but here is a snapshot.


texts: I am modelling a character but wherever I bridge edge loops between hands, feet and arms my mesh doesn’t look good at all when I apply subdivisions or if I shade smooth. I have removed doubles and set scale and rotation of all objects to zero but nothing works. An answer would be greatly appreciated, thanks!


texts: Making an object fall with cell fracture

texts:
I'm trying to make an object fall to the ground and shatter.
The object is already fractured using the cell fracture add-on.

But in the beginning of the simulation the object is exploding to pieces.
What I want is the object falling and when it hits the ground, it should break apart.


texts: How to get rig of strange stains/reflections from mesh on eevee engine

texts: i use textures from Substance Painter to make a little presentation. On her hair appears strange lights artifacts and i dont know how to deal with it. I tried to use normal map made in blender but without effect. Also i remember to invert green channel in normal map in nodes. It works properly in cycles, but i want to know how to fix it. It doesn't show in other part of body


texts:
I have a complicated mesh of a real object that I created with a 3D camera.  The mesh has a corresponding large texture that maps onto the mesh.  I imported the mesh into Blender and then applied the material.  Other than that, I am operating in Blender Python.  My goal is to find certain features on the texture using computer vision and then map those features to the 3D mesh.  Ultimately, I want have a robot work on the real object based on the locations I map from the image to the mesh.

The image is (16384, 16384, 3)--so 268435456 pixels (16384*16384).

The mesh has 258533 vertices and 517786 faces.  Each face has 3 loops.

The mesh has 1553358 UV coordinates.

I'd like to choose a pixel on the image (say the center pixel--8192, 8192) and then see where on the 3d mesh that pixel is mapped.
I would appreciate any tips on this problem.  So far, I am flummoxed!
Alex


texts: Fastest way to snap two faces together by aligning their centers in non-standard orientations?

texts:
In the attached example, I moved the origins of the two shapes to the center of the desired faces.

The objective is to snap the cube's face (where the origin is moved to) to the slanted face. Basically snap origin to origin by aligning the cube to the orientation of slanted face.

Arbitrary orientation


texts: Compute object's foreground mask in screen coordinates

texts:
For a research project I am using Blender's Python API to generate some simple random scenes. In addition to the generated renders, I need to acquire a 'foreground mask' in screen (image) coordinates of all the objects in the scene. See below for a simple example using one object:

I would like to know the best way of approaching this problem using the Python API. I several helpful discussions:

How to find image coordinates of the rendered vertex?
How to convert coordinates from vertex to world-space?
https://blenderartists.org/t/3d-coordinates-to-2d-coordinates-in-camera-coordinates-pixels-not-screen-region/561513

Using these sources I have written some code that extracts the object's vertices and convert them to screen coordinates:

world_matrix = obj.matrix_world
modelview_matrix  = camera_obj.matrix_world.inverted()   # currently not used
projection_matrix = camera_obj.calc_matrix_camera(       # currently not used
    scene.render.resolution_x,
    scene.render.resolution_y,
    scene.render.pixel_aspect_x,
    scene.render.pixel_aspect_y,
)

render_scale = scene.render.resolution_percentage/100
render_size = (int(scene.render.resolution_x * render_scale),
               int(scene.render.resolution_y * render_scale))

for v in obj.data.vertices:
    loc = world_matrix * v.co
    screen_coords = bpy_extras.object_utils.world_to_camera_view(scene, camera_obj, loc)
    pixel_coords = (round(screen_coords.x * render_size[0]),
                    round(screen_coords.y * render_size[1]))

However, this gives incorrect results but I am not sure what goes wrong. Here is the corresponding output with the yellow points indicating the valid screen coordinates from the code above:

Besides being incorrect, the logic to check whether a vertex is actually in the field of view is missing. I am wondering whether there are some built-in functions that I can use to achieve my goals. For example, I found that Blender Game Engine has the function bge.types.KX_Camera.getScreenPosition which looks like what I need. Unfortunately, it seems like I cannot import bge when using Blender in python-only mode without IDE. Another possibility may be bpy_extras.view3d_utils.location_3d_to_region_2d.

EDIT: I modified the code a little to position the camera in the origin (0,0,0) and then the above code gives the correct result when the object's scale is (1.0,1.0,1.0) and rotation_euler is (0,0,0). However, when I scale or rotate the image the above code does not return correct results. What is the correct way of converting the NDC coordinates to device coordinates? Below is are the example outputs with object's scale 1.0 and 1.2 (full modified code can be found here). I am also still wondering whether this is the way to go, for a simple cube this may work but for more complex meshes this method may become cumbersome.

Any pointers in the right direction are highly appreciated!

bge.types.KX_Camera.getScreenPosition: https://docs.blender.org/api/2.78a/bge.types.KX_Camera.html#bge.types.KX_Camera.getScreenPosition
bpy_extras.view3d_utils.location_3d_to_region_2d: https://docs.blender.org/api/blender_python_api_2_75_3/bpy_extras.view3d_utils.html?highlight=3d%20view


texts:
Hello blender stack exchange.

I'm looking for a way to have a controlled tear.
Like as if i'm (tool) ripping vertices one by one or as a group in between frames.
But preferably something i can trigger or include in a key frame.

Think the seam of your butt splitting for bending over too far.
Or the star shape when a lion jumps through the covered hoop in the circus.
I've not mastered vertex groups enough to get it to work.
Neither have i head any success with seams.

Anyway, sorry for the lack of Jargon, i don't know what im looking for or what it's called.

Thanks for expanding my knowledge with yours!


texts: Unable to reduce Blender file size for render farms?

texts:
I'm hitting a wall here.
I have a 185-frames-long animation that I want to send to SheepIt for rendering but no matter what I do the file size stays around 1,5-1,8GB and the upload limit on SheepIt is 500MB..
I've tried reducing all my textures to 2K, baking the animations, applying all modifiers (except particle emitters), purging all orphaned data-blocks.. but the blend file size stays exactly the same, for some reason it's even bigger now.
I really don't know what to do here, can anyone help ?
I would really appreciate that, I'm stuck as hell.
Thanks !

Full picture : https://i.postimg.cc/T1xRdZXq/Blender-Project.png


texts: Alter normals to exaggerate ridges and valleys?

texts:
I want my material to emphasize crevices and peaks on the model. Any recessed areas that don't get much light, I want them to get even less. Any that are exposed, I want them to get even more. I can get the basic effect from using Pointiness to darken or lighten color, but I want to use it to affect the normals.

In other words, I want to take the normals of the object and somehow make them more extreme.

It seems that this should be possible by using some form of ramping/curving and maybe pointiness. I have tinkered, but not gotten much of an effect. I can't tell if this is because I just haven't found a good setup, or if I'm misunderstanding something.


texts:
I'm new to Blender and I'm making a track for Assetto Corsa. It's an ambitious project but it's very important for me.
I can't export my track to a .fbx file. This error appears:

I leave my blend file for any checking you need. I uploaded it in mega because it exceeds the 30MB limit.


texts: File becomes exponentially bigger after adding 2 objects and remains that big after removing them

texts:
I'm working on a large city model, the .obj file is 45MB, when i export it in .kn5 format (for a videogame) the file is about 900MB heavy and everything is fine. But when a add some grass (for a total of 2-3MB) and a couple of big planes (10mb) the .kn5 exported is suddenly 3.75GB heavy and when i remove those 2 things that i added, the size of the exported file goes down to 3.6GB.
The difference is exactly the size of the things that i added (then removed) wich doesn't make any sense to me because now I have 2 identical .kn5 maps but one is 900mb while the other one is 3.6gb, and everytime i export that file (after adding and removing those 2 things) it will always be 3.6GB.

Does anybody know why?


texts: How to re-scale bone keyframes and objects at the same time?

texts: I'm making an animation, where a character takes an object - it's working fine - but now I want to re-scale a part of the animation to make it faster (for example, I have 500 frames and need to scale down the frames 300 to 400); however, when I choose they keyframes, (not with the Dope-Sheet) Blender will only allow me to select either the animated bones, or object, that are keyframed. How can I select both so I don't have to re-do anything?


texts:
how can I apply the deformation the curve(with curve guide) gives to the hair, so I can delete it and enable hair dynamics pleasee hlep
have a simple hair with a curve guide, but I can't use the hair dynamics because of it, is there a way to apply the hair with the curve guide shape, so I can delete it and enable dynamics


texts: Problem to animation export in unity using rigify (quadruped)

texts:
i have a problem with fbx export, particularly with the animations (for the dubts, include my settings for the fbx export)
i have done a rig with rigify (quadruped), the animations are perfect in blender
i import my fbx file in unity and start with troubles

the main movements of the creature in unity are correctly, but the rig seems a bit busted
my precise questions are these

rigify have a problem with unity, or i’m wrong something?
same problems someone?
is possible export only the animations without the rig?
how i can resolve this without changing my rig?

thanks to everyone for the replies!


texts:
i'm trying to use curvature while painting texture, but it seems to fail in some way.

dirty vertex color seems fail too

i just modeled this object in one minute in freshly opened blender. what am i supposed to do to make right curvature calculations?

more simplier shape just appears to have no cavity at all.

i'm using blender 2.76b btw

EDIT:
just tested it with deformed plane and it worked!!!

but how am i supposed to paint over complex mesh?


texts: How to get blooming effect in cycles without compositing

texts: How to achieve bloom effect for a emission material in cycles . I want to do it without compositing As shown in the picture there is an emission material (blue in color) Is there any way to achieve this without compositing?


texts:
I have a render that looks great in Blender, but when transfered using any method it looks terrible in Cinema 4D. Can anyone point me in the right direction?
All I need is my textures to somewhat resemble what I have in blender. I can include for info if needed.


texts: How to create feather wings and attach them on sphere?

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I want to create a wing to attach it on a sphere in blender. How can this be done? Should i use grease pencil to achieve this or use other tools? I am new to the blender.

I want this in 3d and very similar to the attached image.


texts: Insides of my house are not visible when I tap play button (P) in blender game engine

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In the object mode, I can see clearly inside my house. But in play mode, I can't see inside it. I am attaching screenshots. Please help. I am new to blender.
In object mode, I can see clearly backface which is in red.

But when I press P button, it seems like there is no base and backside! Please help with it :(


texts: I want to make a progess bar, but the sort that is discrete, I have my base square, now in next frame, I need another duplicate cube to pop into existence, next to it


texts: Moving an object along two axes instead of one

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One of my friends uses 3DS Max a lot, and he showed me when he was working that there are "angles" on his 3D manipulator that allow him to move (translate) objects in two axes at the same time. Looks something like this:

By clicking the square between X and Y for example, you can move the object around on X and Y and not on Z.

My 3D manipulator in Blender doesn't have that:

Therefore, moving an object along 2 axes requires 2 steps, which is more tedious than being able to do it in 1.

Is there a way to enable bi-directional transformation on the manipulator?


texts: Why does an EXR file light my scene differently than an HDR of the same file?

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EDIT: I solved the issue. The creator contacted me and said he edited the file considerably. Mods: feel free to delete.

So I was provided with a scene from someone - It's a simple shaderball setup.
It came with an EXR file called cayley_interior_2k.exr. I quickly realized it's from HDRI Haven:
Provided EXR:

HDR Directly from HDRI Haven:

They look pretty close to me, so I was surprised to find that if I swap out the provided EXR with the HDR I have locally, I get drastically different lighting.
Scene with provided EXR:

Scene with my own HDR:

You can see pretty clearly that the EXR contributes much more of a blue-ish cast to the scene despite visually looking almost identical.
Here are both files:
HDR From HDRI Haven
EXR From Provided Scene
Here is the scene if you want to try and reproduce:

Really appreciate any kind of help at all!


texts: I created a human body shape in blender. I need to show veins or organes in that body but still be able to reconise that it's a body. I tried glass but a glass body look's strange and is full of reflections. Any idea in wish direction to take this ? I'm trying to get something kind of like that :


texts: Freestyle External Contour has Large Gaps. Error Related to Topology?

texts: Large Gaps appearing in external contour. I've disabled any modifiers and have troubleshot the issue extensively using other "gap fix" procedures & recommendations. Error appears to occur at very acute angles, but line-render isn't tied to occluded freestyle edges. Error somewhat affected by rotation of object


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I would like to automate a few dope sheet keys animation, I setup the initial location of the elements and the end location:
Now I need that they can be distributed between those frames 0 to 115 like these, created manually:

How can I achieve something more automted, I've tried to select only the first element and on keyboard hit G 115 (number of frames) /6 (divided thru 6, thats the number of elements and dont work), but the Delta X dont accept math calculations like that only numbers.


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What I have done in terms of lighting is pretty ok but I want the bookshelf to be highlighted a bit more and other parts of the room to come into view a little bit more but just enough to be noticed. The center of the project is the light coming in from the window and it should not be taken over.
Blender file
What i have right now:


texts: Why is blender not rendering my object to scale?

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When I render my object, it is not producing the object at the same scale as in the camera viewport.
I imported this object as FBX and scaled it up in the viewport. I then applied scale to be safe. When I render the object, it comes out very small. I've also tried rendering other objects in this same file and they work fine, so it is something related to the object itself. The object also has an armature. Could this affect the scale?


texts: Use cycles's denoiser on multi-layer EXRs

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The built-in denoiser that comes with Cycles in Blender 2.79 is awesome. Sadly, it's come too late to use in a current project... However, I have multi-layer EXRs containing all the render layers from Cycles for this project. Is there a way to feed these pre-rendered render layers through the Cycles denoiser? I couldn't find a node in the compositor to do this :(

This would also be really helpful when tuning the denoiser parameters. Currently, I have to wait for an entire render to complete to test any denoiser settings change. It's clear that the denoiser does run as a post-process (it has to wait until each tile has fully rendered before applying the denoising) so I feel there must be a way to feed in already rendered layers...


texts: How do I go about creating cloth with the right amount of rigidity to hold itself up?

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I've started learning blender on my own in maybe the last 2 months, so as a challenge I've tried to recreate the English coronation crown, but I've had a really hard time figuring out how to do the purple cloth part in the middle.
Essentially it looks like its the cloth itself that is holding it up through its rigidity while still being a little slumped in. I've tried finding video guides online but I can't seem to find one that deals with my specific issue. So what do you think would be the easiest way to go about it? My guess would be that figuring out some sort of simulation would be the most realistic but I've got no idea how to mess around with the physics of the fabric to make it look close to the picture. So I ask you, what is your suggestion? And please remember that I'm pretty new to blender so please keep the language simplistic as I'm not really up to speed with the more advanced terms. Thank you very much in advance :)


texts: how can I show a texture over my bump texture?

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So I've got a bump node setup using one black and white texture.
but now I need to show my blue texture over my bump texture.
How do I do this?


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i'm making a intro in blender 2.76b .when i click compositing i don't see the view , select , add ... if you don't understand, here's 2 screenshot (i took one from a video)

the one from the video (How i want it to look like): https://gyazo.com/860ad6fe11fbf8bd6d08af09be01dd82

my verision
https://gyazo.com/939c74bf17570d67a50afa2ce713fce1
but the thing is that when i start i new prodject it looks normal again and then i switch to my prodject it isn't there! please help me (Sorry if i used wrong tag)


texts: HI I would like a method to join the ear to the mesh , I do not want many polygons in my whole object, I consider the rings of the edge loops must be the same size as possible, the ear has a 18 vertices around and the hole in the face of the character has only 11 vert, should I need to merge vertices, but nasty problem.