texts: Animated difference boolean with displacement texture - Empty mesh error 2.8

texts:
I am new to Blender,and I got a problem with animating boolean object with displacement texture.

In some frames it works, it cut the inside of the object and in some frames object is empty. No matter which option of texture I am tweaking - there always would be errors somewhere.

The only way when it’s working as it should is when I use soft textures (clouds eg.) But I need this “brickish” effect.

Things tested:

Added and applied more subdivisions to both objects, does not work.
Changing texture coordinates from “global” to “object” helps much
(not completely) to this problem, but I need my surface changing

GIF first shows what’s happening, and then how the cutting mesh looks like.

I would appreciate any help.


texts: I have an object which I unwrapped and already assigned a texture to it. I am trying to assign the same texture to the back of it, but I am getting a gray color on it. When I render it, it shows that spot black. I am using cycles.


texts: I have 2 scenes in my blend file, one for texturing and rigging, one for the actual animating and rendering. Does the rigging scene affect the animating scene?


texts: How can I create a dynamic HUD bar in the GE?

texts:
I 've been taking a break and got rusty so I need your help.

I have an integer property with a random first value.I want to somehow connect it to the length of a plane, so that when the integer property decreases the plane's length will decrease the same percentage.

For example if the first value of the property was 100 then every second that passed the integer would be subtracted by 1 so the plane would lose 0.01.

If the first value was 20 then it would lose 0.05.

I 've found some tutorials where the plane would get animated but they did not quite help. Any ideas on how to procceed?


texts: Transform not working - right click acts like grab: what am I missing?

texts:
I'm newish to Blender, following a Udemy course. Everything has been working fine, but now suddenly when I'm in edit mode and select a vertice / edge / face, the right click just drags the entire object around instead of transforming the object by moving the vertice / edge / face.

I don't mean that proportional editing is turned on (it was suggested that this has been answered elsewhere). This is not the same question. The entire object moves - with no changes or transforming actions. Dragging any vertice of face behaves like grab: the entire object moves.

Does anyone know why this might be happening?

Have I accidentally messed up a setting somewhere?

I added another mesh in the same file and I have the same problem. I opened a new file and created a mesh there and it works fine, so it's not my input device - I've obviously done something in this file that I don't understand.
If anyone has any siggestions to help me troubleshoot this, I would appreciate it. And apologies if I'm missing something that should be obvious.
Thanks!
Georgie

As requested, this is the viewport:

You can see the vertex selected. Clicking on this to transform it just grabs the whole object. I'm not pressing G to grab.


texts: Mesh opens up its inside after applying Boolean modifier

texts:
I have two jaw bone STL files. Both were treated with boolean modifier but one results in non-closed mesh and the other appears to be ok. The two STL files are from two different sources so maybe that makes a difference. But please educate me on why it happens and how to avoid this in the future.

Thank you!

/// BAD ////

/// Good ///


texts:
I want to know how to create a menu with previews for an add-on. Until now I know that this is related with the bpy.utils.preview. I'm making an add-on that appends objects from a .blend file, I know how to append objects but what I want to do is to create a menu with previews of the objects /(similar to the matcaps menu - see below), select them and then press an "import button" to append the object.
Here's some documentation about the module:
https://docs.blender.org/api/current/bpy.utils.previews.html
https://developer.blender.org/diffusion/B/browse/master/release/scripts/templates_py/ui_previews_dynamic_enum.py

Also, as this is an add-on I don't know if I should have a def register() and a def unregister() inside this .py file as well as in the __init__.py file.


texts: Changes in edit mode not showing up in object mode

texts:
long time lurker here.

I've been trying to create a character mesh, and it looks fine in edit mode.  I can edit, make changes, and save with no problems.  However, in Object mode it appears as a rectangular prism.


texts:
I'm a beginner with Blender, and I'm designing sunglasses. Everything went pretty good so far, but I'm currently struggling with the nose pads part.
I started with an extrusion, but I cant find any way to transform it into the thin and smooth nose pads.
Any suggestions ?
Thank you !

EDIT : I manage to get to this point but it's not perfect.


texts: Utilising the same one value for different variables

texts: my smart friends! I have a little question, is it possible to set one parameter, one value anywhere in Blender and use it many times for the different purpose. For example, how it looks: I set parameter Parme1=1 and the use the same Param1 for value X, Y or  Z of any origin of any object, or for Decimation, or for Scale or for any other purpose?


texts: How to wrap a complex object with one continuous image?

texts:
I'm hoping I'm not repeating a previous thread but I'm having a really tough time finding the right solution. I'd like to wrap an image (like an entire photo) around the surface of an object so that there are no breaks in the image or seams.

This is an example of what I'd like to achieve:

But every tutorial I've seen I have to unwrap the object, which then creates all of these seams and breaks up the image. And when I tried texturing painting it the image gets distorted. How can I maintain a smooth wrap of the image?

Thanks, guys!


texts: How to trigger something when selecting a bone?

texts:
Basically this, but with bones instead of objects.
Bones seem to be way more complex than objects. This is what I tried to do but it doesn't work and I have no idea why.
import bpy

def bone_callback():
    print('Bone "{}" was selected'.format(bpy.context.object.data.bones.active))

def subscribe_to_bone(selected_bone):
    subscribe_to = bpy.types.ArmatureBones, "active"

    bpy.msgbus.subscribe_rna(
        key = subscribe_to,
        owner = selected_bone,
        args = (selected_bone,),
        notify = bone_callback,
        )

subscribe_to_bone(bpy.context.object.data.bones.active)


texts: Parts of mesh appear dark in 3d view and in render

texts:
I have an issue with a part of my model. It looks weird in object mode as well as in a render. Please look at the attached screencaps.

I checked and all the geometry in and around this problem have all 4 verticies and 4 edges, making one face. this entire section was rebuilt after I forgot to extrude something. The odd thing is that just these two faces look weird but not the surrounding ones that I stitched together in the same manner.

I looked in ortho views and they are all aligned so it isn't that some verts may be offset.


texts:
I am creating a UI for a rig and I want to have a property on a panel.

The property is a bones rotation_eular.x value and it needs to be a slider. When setting a property as a slider "slider=True" it uses the min and max values of the property to determine the range of the slider.

The problem is that a bone has no min or max values so the slider is useless.

Is there a way to either set a custom range for the slider or to set the bones rotation_eular properties min/max values?

I want the slider range to be from -90 to +90, I know I could create a custom property and then add a driver to the rotation_eular.x property but then I could not use the manipulator in 3Dview to animate it.

Any Ideas? some more info in this thread:
http://www.blenderartists.org/forum/showthread.php?333659-property-ui-question


texts:
So I am fairly new to blender. I wanted to create a night scene with a small bridge. But when I try to render the scene some objects are missing in the final render. They all show up in the rendered view and in the viewport. I tried troubleshooting it but everything appears normal.
Link to my .blend file: https://drive.google.com/file/d/1CSaxXX_rJv0MlFAQg2YPpL4nA-FsSDs5/view?usp=sharing
Thanks for your help in advance.


texts: Using image as face of character in blender 2.8

texts:
I have a character with a flat head and I would like to apply a texture to the head to be used as face.
In the image below you can see that I have selected the region were I would like to map the texture. It seems to be working fine if I mark the border of the selection as a seam and then I unwrap it. But then the texture will apply to the entire body.
What is the best way to have both a material for the skin but also a texture in the selected region?
Thanks in advance for your help!


texts: How to create this nice colorful glass material?

texts:
My glass object is too dark. I tried to use the light path node to limit the shadow and reflection to make it brighter, but it doesn't have a good real shadow. I don't know why.
Thank you


texts:
I just started learning Blender and something happened. I have couple objects Cube, 2x Planes and Camera. But now all objects but Cube disappeared. If I choose them (in the right side panel), they have location, scale, dimension, but I can't see them. There is one thing I noticed. When I choose Cube (only visible object). In the properties panel is Item. But when I choose any other object the Item is not visible.

EDIT: thanks it was the / on numpad, just find out that regular / is not the same as numpad /
And because my notebook does not have numeric keyboard I had to use Fn.


texts: Animation in Unity look different than in Blender - rigify addon

texts:
I am working on a school project and need to import this simple model and animation of a crane to Unity. It was made using a Rigify rig. In Blender the animation looks like this:  https://imgur.com/a/APOse0S
And in Unity it looks like this: https://imgur.com/a/OgPGWMH
The difference is in how the left wing and the head are distorted in some parts of the animation. It happens when I export in .fbx and also when I import a .blend file to Unity.
What can I do to fix this?


texts: vertex paint seems to be "low res" or weird on some parts of the mesh

texts:
This seems to be a problem of the mesh or the UVs because it also happens on weight paint. But I don't know what to do. the left object seems to work somewhat fine but the right side is just too bad, I can't paint properly paint on that side.
I tried redoing the UVs and it's still the same.


texts:
I've compiled Blender 2.79 for macOS by using

mkdir ~/blender-build
cd ~/blender-build
git clone http://git.blender.org/blender.git
cd blender
make update

cd ~/blender-build/blender
make

Could someone let me know how to compile the latest Blender 2.8 Beta

Thanks


texts: High start clipping causing dashed edges in 3d view?

texts:
I read up that issues sometimes occur with a too low start clipping distance, and since the model I'm working on is pretty huge, I set the start clipping to 1 blender unit. However, I noticed that the edges in edit mode became dashed after doing this:

However, from straight down instead of a grazing angle, it looks normal, even with the high start clipping:

And, just for comparison, here's what it looks like with a start clipping of 0.01:

I'm completely fine just using the lowered start clipping, since I can't see any artifacts, but I'm still curious as to why this happens?


texts: Best way to send network requests from timer modal

texts:
I'm working on an addon that has a polling loop (using a timer modal) that needs to send a network request on every iteration (once a minute):

class PollingLoopOperator(bpy.types.Operator):
    """Polling loop"""
    bl_idname = "wm.modal_polling_loop"
    bl_label = "Polling Loop"

    _timer = None

    def modal(self, context, event):
        if event.type == 'TIMER':
            # Run network polling request

        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        # Run every minute
        self._timer = wm.event_timer_add(60, context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

At first I was thinking of just using the requests library, but then I realized that wouldn't work because it's blocking, and sending a blocking network request every minute would be terrible from a UX perspective. I can't use another thread because Blender is not thread safe. So far I've thought of the fallowing possible solutions, but they don't seem that great:

Use multiprocessing to run the request in another process, I could still use the requests library, but it would have the added overhead of an additional process
Use asyncio.open_connection, seems like maybe the best solution so far
Keep a non blocking socket open and push data from the server, the polling loop just checks to see if the socket has any data. This is a pretty low level option and would require manual ssl handling and building a custom protocol. Plus, it would be harder to build the backend for. But it would have a few major benefits:

The polling loop could run much more frequently then 1 minute because all it would do is check to see if there is any data in the socket
Less overhead because there is only a single socket connection opened

Which of these would be the best solution? Or, is there an even better solution I haven't thought of?


texts: Dimensions panel: how to proportionaly get all 3 dimensions entering just one

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Is there a way to proportionaly scale an object entering a specific value in only one of the 3 dimensions? Basically I need to "link" the 3 values inside "Dimensions" so if I enter a specific value in 1 the others are automatically calculated.

Exemple: I have an object with these dimesions

I want to enter 2,5m as Y value and to automatically obtain the proportional X and Z value.
How can I do that? It's a very basic function but I can't find it.

I discovered that what I'm looking for is exactly the "Link Scale" function which was present in Transform Panel until version 2:48

I think is insane to remove a function like this. It's unbelievable ...
So.. I really thank those who are suggesting more engineering procedures but I'm looking for something easier as "Scale Link" was.
Really..  there must be a way, an addon or maybe a secret shortcut to simply link the three dimensions in the Transform Panel


texts:
just started using bleder two weeks ago, I did a few tutorials and it went OK.

today I started a new one, but when I tried to add a primitive it kind of related to my first object. it doesn't have an independent name (all of them named 'plan' in the panel) and I can't select\edit only one of them. How can I fix this?


texts: how to make a rigged model move a rigid body object

texts: I have rigged arms in a scene and I have a ragdoll. and I want to animate the hand so it can slap the ragdoll around. but when I keyframe the hand to go to where the ragdoll is standing the ragdoll thinks the arm is always where its keyframed and not that it moves from one place to where the ragdoll is standing. I've searched in all Blender forums but I did not see anyone with the same issue I'm having.


texts: Layout / Frame issue in the Shader Editor

texts:
I have ran into one heck of a fun issue. Something I did, or more likely an add on I installed, has seemingly overwritten the default behaviour of the layout Frames in the shader editor. Whenever I try to gather some nodes together within a Frame, what I get is a disappearing grid, and a big ugly grey frame that is borderless, massive, and more annoying than I can express.
Has anyone seen anything like this before? I am at my wits end trying to solve this; Even loading a factory start / debug from console, it still persists.
I'm certain it's likely to be from an installed add on, however disabling all add-ons + a factory startup didn't help, so I am more curious as to what on earth I could have done to cause the node editor to do this - and what I can do to start troubleshooting it effectively.


texts: So I my jumping model has dynamic hair, and with some time hair just start to extend quickly even though I don't have any growth set, it is some kind of a glitch. How can I fix this? I need just normal short dynamic hair that moves slightly.


texts: How to create Heat Distortion Shockwave for explosion?

texts:
I have seen a number of tutorials on Shockwaves and they all look cartoonish to me. I have seen a tutorial by Andrew Price and another one using a plane and a refraction texture animated with noise to create just the heat distortion over a fixed object. What I am trying to create is the expanding blast wave of distortion associated with concussion from exploding munitions in a realistic way.

I have thought about animating donut ring and applying a refraction material so that the ring expands with the explosion. I don't think this will work for my needs since in this case the explosion occurs inside.

I have thought about doing a particle simulation with an exploding blast of particles that only have a refraction material assigned to them.

I'd like to try and create a blast similar to this, created in this Fracture Fx for Maya demo. I can't seem to find an external URL outside of facebook for this video as it wasn't on their website but here:
https://www.facebook.com/FractureFX/videos/705143703272645/


texts: What is Animation Nodes addon used for? Where can I find more information about it?


texts: Bone whose movement is tied to the furthest of two other bones?

texts: I have bone A, and Bone B, which both move forward.  Can I create another bone, C, whose forward movement is determined by the furthest of A and B?


texts: How to use camera distance to mix textures?

texts: i want to show some textures when the camera is closer to the object and not when it is far, so how can i do this in cycles. is there any particular node to do this trickery or any work around?


texts: Revert mouse pointer/cursor back to default after a modal operation

texts:
When I execute an operator that changes mouse pointer with cursor_set("WAIT") from Toolshelf and keep the mouse pointer over the Toolshelf, the mouse pointer stays as WAIT after the modal operation has finished. When the mouse is then moved over to the viewport region, it reverts to default.
If the mouse is moved over to the viewport region during the operation, the mouse pointer will revert as soon the operation finishes.

If I add bpy.context.window.cursor_set('DEFAULT') before returning, the mouse pointer will immediately revert to default, of course.

Is there a way to revert the mouse pointer to default over the Toolshelf after the modal operator finishes?

(It is not just modal operators, same thing applies to Blender's "internal" operations that sometimes take long time and "run in background", like setting a modifier's show_viewport option to True.)

Example code:

import bpy
from bpy.types import Operator, Panel

class MyOperator(Operator):
    """This is my operator"""
    bl_idname = "my.operator"
    bl_label = "My Operator"

    def execute(self, context):
        context.window.cursor_set("WAIT")
        bpy.ops.transform.translate('INVOKE_DEFAULT')
        return {'FINISHED'}

class MyTestPanel(Panel):
    bl_idname = "mytestpanel"
    bl_category = "My Stuff"
    bl_label = "My Test Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)
        col.label(text="My operator:")
        col.operator("my.operator", text="Run my operator")

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts:
I made a little cloud using Metaballs:

I would like to duplicate the Metaballs to a different layer to back up this cloud, then convert the main layer's Metaballs into a mesh.

When I select the Metaball objects and duplicate them to another layer, they remain on Layer 1 and the elements copied onto the other layer have no mesh:

This is what gets duplicated and moved to Layer 2.

Meanwhile on Layer 1 the duplicated Cloud on the right has not been moved to Layer 2.

So obviously there's got to be another way of doing this (maybe I convert the Metaballs into a mesh, copy the mesh, then Undo conversion? Or duplicate the Blender file).

I'm just trying to work with Metaballs in a non-destructive way to go back to my Metaball setup if I need to.


texts: How to attract "Curve guide" particles with a Secondary force field?

texts:
For a asteroid simulation ,some particles (spheres) on a curve guide need to be attracted to the centre(magnetic force field).
However,after setting the mass of particles to the lowest value(0.1) and increasing the strength of the magnetic field (1000+) there is no impact on the simulation.
Adjusting Force field weights even by a little ,causes the particles to go completely haywire.
How to achieve this simulation?


texts: How to combine the Bevel shader with displacement and bump textures

texts:
Edit: the displacement node has been changed in more recent builds, before it was used as a bump effect, now it displaces the geometry by default so you can't reproduce my issue in this post.

I want to combine the new bevel shader with a displacement/bump texture but when I use it the bevel the details are smoothed and becomes invisible:

How can I combine the noise displacement with the bevel shader?


texts: slow motion video editing, preview laggy

texts:
Sorry for my English. I have problems when creating slow motion and fast motion video.

After I cut the scene audio (mp3 format) and video (1920x1080 60 fps) tracks, I add a "speed control" effect strip, uncheck "stretch to input strip length", set "speed factor" to 1 and "multiply speed" to 2 (for fast motion).

Then, I set frame window and when I right click the audio strip click audio choose waw click mixtap.

When I try preview all my video clip is lagging: if I click animate, the result is perfect, but I can't create another scene, because preview is laggy; I can upload video if needed, but I'm not sure which button is that, or code sample, or Hyperlink. Thank you for your time and thanks for reading my broken English.


texts: Can't figure out why AO is not displaying properly. Very new to blender

texts:
Basically I have done an AO map for my character. However, when I render the image shows as below and I cannot figure out why?

Very new to blender so I'm sorry for the noob question.


texts: What does 'Distortion' in the 'Mesh Analysis' panel do?

texts: I have a few questions in regards to some of the options in the Mesh Analysis panel in the Properties panel in the 3D View. I pretty much understand all the different categories except for "Distortion". Can someone explain in detail the reason behind distortion and the varying "degrees" you can set the two options to right above "Samples (sample per face)? What do 'Minimum angle to display' and 'Maximum angle to display' do?


texts: Image reference decreases in quality after opening it in Blender

texts:
I decided to make a new car project from an image that would find myself.
After a  few searches, I found a picture: https://drawingdatabase.com/audi-a6-2018/
The picture is a hi-res one, however, when I import it to blender via the Properties shelf in the 3D View, the quality decreases to a point where it is nearly impossible to model. By default the site saves as GIF, i've tried saving it in other formats as well but to no avail. Help would be greatly aprreciated.


texts: My Cycles and eevee Render is all white, what should i do?

texts:
enter image description here
this is my evevee render


texts:
Hi I'm a beginner I just made a couple renders, and I really got into 3D modeling, so I decided to take a Hard surface Modeling course, I was following along and the instructor Extrude the vertices along the normal to give it a thickness.

Like in this image

When I do it on my side, this happens

any idea why is this? and if possible on how to fix it.

Added a view of my normals

Any help would be really appreciated.

Also adding the .blend file


texts:
I'm attempting to mesh deform a grid with a thick cloth. I'm doing everything as I usually do it but after binding, the grid perfectly stays in place.

the grid was created through a boolean difference of an array of cubes.
grid modifier list:

cage modifier list:

thank you so much


texts: How can I place multiple objects on the mesh?

texts:
I am trying to make similar shoes and I don't know how to make those extruding objects on the shoe strap/ on its sides (I've thought of particles, but my output is faaaaar from what I want, I don't know how to set the orientation axis so the placement is not off like in my blend file..)

my blend file is here:


texts: How do I assign a modifier to all objects using the same material

texts:
How do I apply a displace modifier to all objects using the same material without selecting every object one at a time that uses that material and adding a modifier to each?

Details: Since 1 material requires all the same modifier I thought maybe I could use the node editor to apply it but don't know how if it's possible.


texts: Is there a way to get insert face to be larger than the selected face?

texts: When you have a face selected and you hit I, it does this extrude/scale thing where you can give it an exact unit and it will scale it exactly that many units in, but it only does it smaller than the original face. If you were to do ES, then it does the same thing but it scales it as a percentage, though it can be larger than the original face. I need to do the insert face but have it larger than the original face by a specific unit; not a percentage. Is there a way to do that?


texts: blender viewer node doesn't play smoothly

texts:
Why is the viewer node in the compositor mode so slow in blender? It seems as if it is only capable of refreshing single frames, but not the whole video.

Is there a way speed up the process?

edit1, explanation:

I'm working on a very short chromakey clip. In order to preview the results I either have to step very quickly through the frame-timeline, or render the final result to a file. Latter option is also very slow, therefore I would rather prefer a quicker preview option.


texts: Persistent variable (save some data at the first run and retrieve them at the second run)?

texts:
In short, I would like to do some toggling operation with my addon. That is, if I run it, it changes some properties of the object, and if I run it again, it should change those properties back to their original values.
To do that, I need to save some data at the first run and retrieve them at the second run. I have tried using a "class variable" like below, and it did not work as I had expected. How can I do this?
class MyClass(bpy.types.Operator):
    count = 0

    def execute(self, context):
        print("Count: " + str(self.count));
        self.count+=1

        return {'FINISHED'}

Output:
Count: 0
Count: 0
Count: 0


texts: The option is already in use but, the second bone does not change.


texts: Is there a way to get ONE random value as seed for Cyles per render?

texts:
I know, this question sounds old, but there is a twist.

If you want to use image stacking to reduce noise, you have to choose a different seed for every render.

To do that automatically I found the following methods so far:

using #frame as driver in the seed field.  This however only works if you have multiple frames (i.e. render an animation) - not for a single frame rendered repeatedly.
using the small Python snippet noise.random() * 10000.
This works fine for normal renders, but it screws up viewport rendering (at least in 2.71): the render never ends

Is there something, that can do both?


texts:
For connecting parts I am thinking of a sawtooth flange. How could this be done by modifying a face of a cube or a cylinder? Please note there is a fine but important difference between a sawtooth and a simple thread.
In the end would like to 3D print this, however I am aware that it might be challenging for a printer.

Connected are both parts here. Usually these are plastics. The advantage is, you can still lose the parts by moving B in Z-Direction upwards.

The sawtooth is a special curve which might be achieved by a modulo function.

In the end I can imagine following solution:

Create a curve which is defined by a function
Apply the curve to a surface or mesh (this is known to me)

The question is: Is 1. supported by Blender?


texts: Workaround for offset of linked collection? (Blender 2.8)

texts:
Linking

Suppose I have a source .blend file with object "A" within collection "A-Collection", "B" within collection "B-Collection", and "C" within collection "C-Collection", pictured below:

Then I link all three collections, separately, into a single new separate .blend file, pictured below:

Note that for each linked collection, the linking process created a new empty and sortof "parented" the collection to that empty.  Presumably that's useful since it allows rotation and translation of the collection within the destination (i.e. "consuming") .blend file, but it seems to be offsetting the empty based on the origin of the source .blend file's axes.

In other words, since "A-Collection" was offset in the source file at x=0, y=-4, and z=-2, it gets imported/linked with a parent empty offset from its geometry by offsets x=0, y=+4, and z=+2.

Question

Is there any way to (1) have it create the empty at the bounding box center (or similar), or (2) manually change the offset of the empty, post-import, to be something more reasonable?

I know I could create a new empty in the consuming file, set its parent to be the linked collection, and use the new empty for rotation, but that approach has the downside of having to find and select the new empty every time I need to rotate, rather than just selecting the collection itself.

edit: Another workaround is to move the linked object to the origin, right-click that linked collection instance in the layers hierarchy, and select "Instance to Scene" to create an instance of the instance.  That approach leaves behind the original instance as an unwanted artifact, but it could be moved into a "throwaway" collection and hidden.  (still not a great approach, though)


texts: Bone Heat Weighting Failed, no solution works

texts:
I've been trying to get the headband connected to the bone. The selected piece
I used Vertex Cleanup but it did nothing and deformed my mesh so I'm trying to find some solutions


texts: Animate camera based off selected object like in viewport

texts:
hopefully the title isn't too confusing.
I want to animate a camera. And i want it to pivot around an object- like when you select an object in the regular viewport. Here is a gif trying to explain:
Imgur
In the gif, i am looking thru the camera, and have the cylinder selected, and am pivoting off that selected object, and seeing it thru the camera as well. I want to press record, and then animate based off how i am explaining this, then smooth the keys after recording.
I have tried using emptys, different pivot methods by pressing the period key and some parenting stuff, but cant quite get it.
Is this possible?


texts: Do I need 2 normal maps to solve this issue?

texts:
I want my character to flex his Bicep, when he does, veins should show up, but only when activated.
The problem I have is the normal map is already used for all the other details of my character.  If I put the veins in, they'll be static.
Is there a way I can clip the veins on ONLY when he flexes?  How would I approach this?
Thanks for your help!


texts: Can loop cuts be snapped to anything other than increments?

texts:
I'm trying to make a loop cut slide along a face and snap to a vertex.

However, even though I have "snap to vertex" mode enabled, the loop cut slides on the face only in increments.

Am I doing something wrong, or is this a bug, or must I first place a loop cut, then G to grab it and drag it to snap to the vertex?


texts: Delete overlapping faces between two objects

texts:
Is it possible to select parts of one layer in the outliner and then delete it from another layer in the outliner?

I have two objects that overlap and I want to delete the parts that overlap.

I want to be able to select the top and delete the vertices from the body in the shape of the top so that the object underneath the top is deleted but the top remains.
I know how to do it face by face but I was hoping there was a shortcut like the selection tool in Photoshop that works between layers.


texts:
I'm trying to teach myself blender and unity, and I'm currently building a simple tank. I've made the wheels and threads move correctly with the body of the tank using drivers, but when importing the asset to Unity nothing is moving when I'm moving the tank.

Question is... Is it possible to maintain the drivers when importing the asset into Unity? If not, why?


texts: I've tried a lot to make a 3D model of frustum of cone but have been unsuccessful. How can I model one?


texts:
I'm new to Blender, and I'm running it on a low-level Windows machine. Intel Core 2 Quad 3.2ghz processor, 12 gb of ram, and an ATI Radeon HD 4300 graphics card.

I'm really not looking to do any heavy lifting in blender, just some small projects for class. When I make any shape, even a simple UV sphere and click over to the shading tab, my object is all black. I can't figure out why.

I've run this on my Macbook as well and got the same problem.

Here's a screenshot:


texts: Blender 2.8 Cycles - Winter landscape, weird artefacts in few of the cut-out trees

texts:
I come across an issue when rendering tree particles.

All of my trees in the attached image are from the source tree. The source tree is free of alpha mask problems. As one can see, most of them show up perfectly fine.
Still, some show strange black artefacts. Which seems weird as they are part of the same particle system.

Any suggestions? I appreciate your help.

Thanks.


texts: What coordinates are chosen by default in Texture nodes?

texts: I have created a texture coordinate node and then deleted it. This action shows a small difference after rendering and I'm interested in describing this difference in words.


texts: Vertex selection without edge highlighting?

texts:
Selecting a cube's vertex displays an orange point (sure it is vertex) with its connected three edges (edges highlighted as orange to black gradient).

For example, selecting a vertex in 3ds Max only highlights the vertex point.

In Blender, when selecting a vertex, it does highlight the vertex point with its connected edges. I don't want to see gradient orange edges.

Is there an option to change how vertices are highlighted?


texts: I have shading issues can anybody help me with this problem...its half sphere and some square object i make union with bool tool:


texts:
I've been using a lot of drivers. I'm pretty comfortable with them actually, but I wanted to know if there was a faster way to set them up than > right click > add driver > decide variable type > rotation > quaternion > type equation.
Like, if I know that I want to use the 'x' rotation from a hand bone as an input variable. Is there no way to just go to the x rotation variable in the properties menu, copy it > and when I add driver, it automatically be used as my input variable??
Thank you for your time!


texts:
I can't find the answer in online docs, or elsewhere. Would you know what the magenta colour means on the motion tracking timeline? There doesn't seem to e different amount of valid tracking markers, so no idea what this could mean, but it results in loose of track on frame 1393 (place where the magenta colour starts). Thanks.

EDIT:
One more image with another color following


texts: Part of my mesh is not affected by bones

texts:
Working on Blender 2.83.3
Download my blender project here :
SWORD FIGHTER MODEL
I'm trying to rig a cartoon character just for fun. I'm comfortable with most blender features but this one : Rigging.
Most of my rig is working relatively well (still figuring things out by tries and errors). However here I tried everything to no avail.
I moved the arm. As you can see it works.

Here is my problem:

As you can see I made a bone rotation. Everything moves but the eyes (pupils and black part of the eye.)
Everything looks correctly parented, and I joined every part of my mesh together.
I tried to make some bones really close to these parts, no result.
I tried to weight paint, without any result.
Are these meshes "too thin" to be affected? Should I "stick" the eyes to the body in some way? I don't get it.
Thanks a lot for your time.
Arthur


texts: bpy.data.images["ID"].save_render("XXX") changes color space

texts:
I tried to save a baked image using

bpy.data.images["Image Id Name"].save_render("C:/path/to/file.png")

but this always changes the colorspace and I couldn't find where to set the colorspace for save render in the
documentation

Finally I solved it by passing the image editor UI area, where the image is in and using bpy.ops.image.save_as

for window in bpy.context.window_manager.windows:
    screen = window.screen
    for area in screen.areas:
        if area.type == 'IMAGE_EDITOR':
            override = {'window': window, 'screen': screen, 'area': area}
            bpy.data.images['bakedTexture'].filepath_raw = filenameVariations
            bpy.ops.image.save_as(override, filepath = filenameVariations)
            print ("Generated file: ", filenameVariations)

For the future, does anyone know how to do it with save_render?

Because the way I did it, I do not have control over compression and image bit depth.

I am on Blender 2.80


texts: Blender tutorial plate moves on differen axises when I try to move it on Z axis

texts: I tried using move tool and G Z but it's the same story


texts: How to force an object into the render border?

texts: I made a glass smashed by a bullet animation, with smoke simulation. I have 100 frames in the simulation but wish to render only one frame no. 61, where the smoke cloud is the most beautiful. Unfortunately, the bullet and a few other nice shards are already outside the render border, and they must be part of the rendering. I move them into the border but when rendering, they jump back to their previous place. How can I force them to be part of the rendering?


texts: Array / fit curve modifier doesn't produce a long enough array to fit entire curve

texts:
I've had loads of issues around getting objects to fit and follow the multiple curves in my project. I've searched and overcame every obstacle but one, that I'm aware of lol. I continue to have an issue with the array modifier, using fit curve, not fitting the entire length of certain curves. I have had this modifier work the first time on multiple occasions on brand new curves. However, the curves I'm specifically having this issue with were originally edges of a mesh selected with vertices, duplicated, separated, and converted to curves. Some of these problem curves were joined together as they visually create a continuous line.
As far as I can tell all scale values are 1 and apply scale has been used multiple times between all my problem curves and hasn't resolved the issue.
When using the fixed count fit type, I can push the array past this stopping point, but the array fails to follow the curve past that point. Specifically, the arrayed object just continues straight in one direction.
I literally opened Blender for the first time 5 days ago so this issue has to be a user error. I just haven't nailed down what I'm messing up and the old google machine hasn't produced a working solution. Happy to post my file, I just can figure out how...


texts:
I shift-clicked the X, next to the F for saving a data block; did I just erase all the info from the solve?  I thought the tracking info was linked to the Camera, not the video clip?
Also, I moved file locations of both the .blend file and the movie clip file.  Moving the movie clip file seemed to "unlink" the tracks from the movie clip, I re-opened the movie clip file and it was now Movie-Clip.001, but at that point the tracks were still there, linked to the camera.
Now, after shift-clicking the X for the movie clip data block thing (and saving, closing blender, and re-opening blender), it's all gone, no tracks, no markers, the camera doesn't move or anything....  I'm going to re-track the movie clips; I just want to know what NOT to do next time.  I hope this makes sense.


texts:
i have a hardware with some keys and i want control some objects in blender with those keys. for example if i pushed #1 key... camera rotate 1 degree
i can send, receive and move objects but my problem is freezing !!!!

i want blender receive data in real time ( always ) and process incoming data. I'm sending data unceasing (non stop). is it possible to run a python script (unlimited loop within) in the background to prevent freezing blender ?

for example i have following code :

import bpy
import serial
import mathutils
from time import sleep

ser = serial.Serial("COM7", 9600)

while True:
    data = ser.readline()
    obj = bpy.data.objects["Lamp"]
    # one blender unit in x-direction
    vec = mathutils.Vector((int(data), 0, 0))
    inv = obj.matrix_world.copy()
    inv.invert()
    # vec aligned to local axis
    vec_rot = vec * inv
    obj.location = obj.location - vec_rot
serialport.close()

it's work well outside the loop. but in this case, blender is going to Not Responding. i want object's movement in real time

i am not sure you can understand my problem .... sorry for my bad En language

Edit:
i want to run this process in the background .... Modal Operator is working but still freezing blender .... i want do other works and in the background, blender receive serial data and process it

it's my modal operator ( receive degree from serial and rotate an object ). but in this case rotating only works when i move the mouse, if i leave that, rotating will be fully lagged :

import bpy
from bpy import context
import serial
from time import sleep

ser = serial.Serial("COM7", 9600)

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"
    x = 0
    def modal(self, context, event):
        self.x = int(ser.readline())
        if self.x >0:
            value = int(self.x)
            value += 10
            degree = value * 3.14/180
            bpy.context.object.rotation_euler[0] = degree
            print(degree)
        if event.type  == 'LEFTMOUSE':
            ser.close()
            return {'FINISHED'}
        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        if context.object:
            print("hi")
            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}
        else:
            self.report({'WARNING'}, "No active object")
            return {'CANCELLED'}

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

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

if __name__ == "__main__":
    register()
    bpy.ops.object.modal_operator('INVOKE_DEFAULT')


texts: How to set the value of a string property when a button is pressed? (Not in bge)

texts:
How can I set the value of a string property when a button is pressed?

Just to clarify I don't mean in the blender game engine I mean in "regular" scripting.


texts:
I'm trying to recreate a Mandelbulb using Volume and math nodes in blender.
I have been able to create a Mandelbrot with math nodes but I am having problems making it 3d.

I tried translating this formula to math nodes:

$$\mathbf v^n := r^n \langle \sin(n\theta)\cos(n\phi), \sin(n\theta)\sin(n\phi),\cos(n\theta) \rangle$$

where

$r = \sqrt{x^2 + y^2 + z^2}$,
$\phi = \arctan(y/x) = \arg(x + yi)$, and
$\theta = \arctan\left(\sqrt{x^2 + y^2}/z\right) = \arccos(z/r)$.

https://en.wikipedia.org/wiki/Mandelbulb

the results should look something like this:

but it ends up looking like this:

I hope someone knows what I'm doing wrong.


texts:
i think this is a glitch or something.
i bought the Blender Game Asset Creation for my left over money on steam so i cant really get help there so i ask here instead.
i am stuck on the Blender: 5.2 UVs - Mirror Modifier video and this always seems to happen when i mirror the traffic cone.

Before adding the modifier:

After adding the modifier:

someone pls help i am a pretty noob in blender and i understand that this might be very easy.


texts: How would i create a realistic coat material for a horse model of mine?

texts:
I'm wondering how I could make a more realistic material for my horse:

So far it's just an image mapped on to a diffuse shader. I want a more realistic coat. Also, I was messing around with hair particles, but couldn't get a realistic mane and tail. I've tried so many things for both of these, but I cant get it right. Any ideas?


texts: BGE How to make text appear when winning or losing a game?

texts:
I'm creating a game in the BGE. I want to make a message appear when the player reaches an object which is supposed to be the winning way out of the game.
I also want to make another message pop up when the player reaches a plane I've created and loses the game. Should I should use the collision sensor and then the Message actuator? But how do I make the message pop up on the screen?


texts: How to check a json file dynamically with blender?

texts:
I have a json file that is dynamically generated on a server. I'm currently using a python program to copy it locally.
I have a script that can check the json file from blender, and change my object rotation, but I can't seem to make it work periodically (like, I'd like the script to run every 0.2 sec).

import json
import bpy
import time

def doit():
    with open('/somepath/blendjson.json') as data_file:
        data = json.load(data_file)

    coordx = float(data['coordx'])/5
    coordy = float(data['coordy'])/5

    bpy.ops.transform.rotate(value=coordx, axis=(-1, -0, -0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

    bpy.ops.transform.rotate(value=coordy, axis=(-0, -1, -0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

while True:
    doit()
    time.sleep(0.2)

This script doesn't do anything in blender. When I kill it in the terminal, it throws an empty error, with nothing following it :
"Error: Python script fail, look in the console for now..."

The issue here seems to be that time.sleep blocks the script. I can only see the results when I kill it.

I'm looking for an alternative to time.sleep that does not stop the script. I want to run the def every 200 ms, and see the result in real time.


texts: Python script renders a collection even when excluded from view layer

texts:
I have the following code to render child collections within a collection:
sideplates = bpy.data.collections["RACK 1 - 1 RACK FRAME"].children

for s in sideplates:
    s.hide_render=False
    s.hide_viewport=False
    n = s.name

    # render 800 x 600

        scene.render.resolution_x = render1xresolution
        scene.render.resolution_y = render1yresolution
        bpy.data.scenes["CONFIGURATOR 800 x 600"].render.filepath = '/BlenderPythonTest'
        bpy.ops.render.render(write_still = 1)

    s.hide_render=True
    s.hide_viewport=True

The collection structure looks like this:

I have tried to untick the box, excluding the child collections from the parent collection. Running the script will still render the "Nuage" collection et al, when what I would like from the picture above is just to render "Sable", "Souquillou" and "Cab".
Is this possible and if so, how?


texts: How controll RGB node with FloatVectorProperty (Blender 2.8)

texts:
I can draw in panel an rgb controller , but not know how to update the rgb node inside material, i can get the name in update function , but not undertand the right way to assign parameter to node rgb, my property are register in Propertygroup:

def update_huesat(self,context):

    ob = bpy.context.active_object
    nodes = ob.active_material.node_tree.nodes
    set = ob.active_material.slot_setting

    for n in nodes:

        if n.name == 'My node RGB name':

           ###how to ?? =  set.rgb_controller

class MySet(bpy.types.PropertyGroup):

    rgb_controller: FloatVectorProperty(name="Diffuse color",subtype='COLOR',default=(1.0, 1.0, 1.0),min=0.0, max=1.0,description="color picker",update = myupdatefunction)

i Can get the node but not undertand to assign that controller.

in the register function i register that with :

Material.slot_setting = bpy.props.PointerProperty(type=MySet)

This allows me to have a custom property on the material slots


texts:
On my tablet I don't have a numpad, so I have enabled Emulate Numpad in the user preferences.  This allows the normal keyboard numbers to perform the functions their respective numpad number buttons would normally do.

However, this only emulates the numpad numbers, not the other buttons it has such as . (center view on selected) or / (local view).  Is there any way I can emulate these (and all the other numpad keys) if I don't have a numpad?


texts: Problems with Texturing in Blender Game Engine

texts:
Posting this question again and maybe I'll find any help this time. So, recently I was trying to port model from Mass Effect, this model is a helmet on the image below.

So, the problem is that I had to apply the texture on it using Blender Game Engine, not the cycles or Blender Render. And the outcome after UV mapping the helmet resulted in this:
Can someone please tell me what I had to do to get rid of it? I am just losing hope atm. It worked fine in the Cycles but not in the Blender Game engine.

Any pieces of advice would be helpful!


texts: (Sorry for my bad language) Hello there, I am working on a 3D character in Blender and I am still getting used to it, but there is a big problem every time I try this task. The mesh is not deforming the right way, there are some part that are not getting deformed by the bones and I do not know whats the problem, can you please tell me what Im doing wrong and how I can solve that problem? Thanks


texts: How can I apply reflection texture to a material?

texts:
I have made a Kit Previewer for FIFA20, which will be used by those who make unofficial patches for this game. A player model is projected through Blender, which wear a team jersey etc, so if someone wants to make a new team kit for a team, will be able to test it into Blender before throwing it into the game.
I have managed with some tools to extract the necessary meshes from the game to obj format and import them into Blender. Also I have create a material and I have applied the color texture and the normal texture.
What I find difficult to apply in Blender, is the coeff texture, which based on this tutorial, defines in the game, apart from the type of fabric (which we are not interested in at the moment) and the gloss!!! As mentioned in the tutorial, red is less reflective, brown is almost reflective, pink/purple is more reflective and cyan is very reflective.
So the question is, how can I apply something like this to a Blender material?


texts: Can the bone's locrot be made the same after changing form IK to FK?

texts:
I have a human rig that can be switched from IK to FK vice versa.
But after IK to FK switching, the affected bone's locrot influenced by IK constraint, wont hold the current locrot.
Is there a way to keep the bone's locrot after disabling IK influence?


texts: Mesh shows up correctly in object mode but not in render view

texts:
I have a mesh that shows up correctly in object mode but not in render view. Here are some pictures:
This is in rendered mode and as you can see there is weird indentations.
This is the image in object mode (what I want it to look like):

I was thinking it could be the mesh has points extruded out a bit more than others but I checked and they were all level. So I was wondering what could be wrong. This is a picture of the mesh:

I notice that not all faces are quadrilaterals could that be the reason? If not how can I fix this?
Thanks!


texts: Is it possible to make this look more magical and see through?

texts: I'd like this purple shadow-thing to look more magical. I created an image in photoshop and added it to a plane as a texture, but it doesn't look quite like I want it to. Is it possible to achieve this look in blender?


texts: Copy a grease pencil layer in Python without using operators?

texts:
Background:

So I would like to draw some high constrast strokes, for example, a black stroke with itself having a white outline stroke. A stroke stroke, so to speak.
In practice, this white outline would actually be a thicker stroke on a lower layer. To do this you need to duplicate the black layer, move it to a lower layer, change the colour to white, and increase the thickness. Of course every time you update the black layer, you need to do all that again.
I’m looking to do this faster, so I’ve decided to write a small script so it can be done with the press of a button. Using Python I want to duplicate the layer of the black stroke without using operators, as is good practice.

Usually you’d use a .copy() method, but there isn’t one for layers.
So how to copy or duplicate a grease pencil layer in Python without using operators?


texts: Convert OBJ files to FBX files pros and cons

texts:
I would like to know what happens when I decide to change my mesh in OBJ to FBX files.

For example, I had make a retopo in topogun, which only supports OBJ and their respective files convention. When I open it in Blender, everything seems to be right, but I use Unity often for exporting animations and for me, it works easier with FBX.

What happen with normals projections from the mesh in the conversion from file to file?
Is it the same type of mesh (collada, mesh, etc.)?
Is it a good idea to convert obj to fbx for animations for use in an engine?
I use xnormal for baking normal maps and I always use OBJ for both models in case I have got a HP and LP. I create the maps, go back to Blender and see the results, but when I decided to export the whole model with textures an animation, I change the OBJ to FBX. I do not see visual changes, everything seems to be right, but I would like to know the pros and cons, or whatever to develop my game or startup project.

My target: lowpoly games 2k to 20k, animations in Blender to use in Unity.


texts: I have a simple curve and i want to twist. Selected the end point and press Ctrl+T to tilt, instead the curve to be rotate the direction of the curve is rotated. With the proportional editing on i try to rotate also. For me did not work. I tried to change the handle to aligned still nothing work. Any suggestion or help how it works.


texts: 'Pack into Blend' doesn't include .Mov Files

texts:
brand new to blender, having jumped ship from Davinci Resolve/Fusion in order to make a music video in a 3d environment.

Loving the workflow so far, but have hit on one big snag straight away.

The prototype project I have consists of some .PNGs mapped onto surfaces along with a Prores 444 format .mov file (its green-screened/Alpha-Channel footage).

Despite checking the 'Pack into blend' option, whenever I ltransfer the project onto a separate Mac, the Video element is missing. I've of course copied over the video file into the same directory path on the 2nd machine, but I can't figure out how to get blender to relink. I just get a blank block where there should be the video of a singer.

Hopefully someone can help a newbie ! Lots of previous experience with Resolve, Premiere, FCPX, pro Tools etc...just a bit stuck with data management here. The final music video will have around 200 elements that will be imported , so keen to get the asset management correct at this stage.

All help appreciated..


texts: I am using blender 2.8 and have a piece of cloth falling down on a collision object. In the render preview it displays well, however when i go to render the image the cloth glitches in some way.


texts: Color all of my models using one texture

texts:
First of all, I'm not very familiar with texturing.

So what I want to do is have one texture with a selection of colors as such:

And use that to color my (low poly) models to prevent having to use multiple materials.

If my question still remains unclear. This is what I want my models to look like, by only using one texture.

Is this possible?
Any help is appreciated :)


texts:
when I press 'N' I'm supposed to find a 'shadeless' option under shading, but I cant seem to make it appear. I've tried hard to find a solution but there doesn't seem to be one.

Here's how it's supposed to look like

and here's how mine looks like

Thank you in advance.


texts:
I am trying to have my freestyle line be separated by each individual material, so it goes around each material separately here is an image
as you can see i am trying to mimic the portal stye of animation, does anyone know the best way of achieving this? just to clarify the white line should surround the whole black material and there should be no lines inside like there is in the picture


texts: applying texture to multiple faces to fit the image

texts:
I am trying to apply same image texture to multiple faces

I want to make the active rectangles show the same window image which I have in full size

The above is the UV editor image.

What I want is to make all cell cover the whole image.

I tried all unwrapping method (cube / sphere ..) but it didn't help.

Is there any convenient way to do?


texts: blender 2.8 grease pencil channel not visible in viewport

texts:
I was animating two different characters in each of its channel using grease pencil in blender 2.8.

suddenly I got stuck in the following issues:

I am unable to change or select between channels and draw new frames.
One of the channels is not visible in the viewport or in dopesheet, but I can see in the "view layer" panel under scene collections.
In the object data of the grease pencil channel it shows"multi user data block not supported".


texts: I have no option to export my model as an FBX

texts: I was told on a video to put your model in Unreal Engine, you must export the file as an FBX. However, I do not have this option like in the video. The video was made recently and I cannot find any fixes for this onine.


texts:
I'm completely new to Blender and I have to do an apparently simple thing. Open a blender file and export it as .obj with its .mtl file.
When I look at the model with Material "view" everything is ok (colored as I want)  when I look with Solid "view" everything is grey

Now I go to export .obj and I select "Write Materials" creating the .mtl file.
Unfortunately, all the created materials are:

newmtl Material.007
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2

that is something like grey. How can I export the true materials?


texts: Is there anything like Meshmixer's "Make solid" in Blender?

texts: I have a mesh with a lot of self intersections I got from running the shell modifier and I will later do some Booleans on it and then 3d print it. The trouble is the intersections throw off the Boolean modifier and make it give inconsistent results so these intersections must be removed before this step. Is there a way to remove these intersection automatically? Right now my workflow involves exporting the model to Meshmixer, running "make solid" and then importing the stl back into Blender. Is there a way to keep the workflow in Blender without adding hours of manual cleanup to remove hundreds of self intersections? If possible I'd like to keep the workflow entirely in Blender for scripting and license purposes in the end use case.


texts: I'm tryng to model a character and would like to know how can I fix the mesh that you can see on the attached screenshots,because it is not complete and wrong. Thanks.


texts: How to properly render smoke on a transparent background?

texts:
When rendering volumes with Film > Transparent enabled, the alpha appears to be the wrong type (premultiplied/straight).
In the 3D view it works as expected:

This is a known bug.

Is there any way to work around this?


texts:
I have a problem
when i hit final preview
I see leaks outside of the map
idk,maybe i set something wrong

here is the file:http://jmp.sh/v/kUokSPOqtnQ9RwXbxyOw
I am a noob so don't judge hard ....


texts: What happened to the "Merge Vertices" that existed in version 2.82 Edit Mode - Vertex drop-down menu?

texts:
Version confirmed with existing option: 2.82.7,
Versions confirmed to omit previously existing option: 2.91.2, 2.93.0 Alpha,
Steps to reproduce:

Load: Factory Defaults,
Select: Cube,
Switch to: Edit Mode,
Select: All,
Left Mouse Click: Vertex (Menu drop down),

Newer versions do not have the "Merge Vertices" option in the drop down menu, while key pressing "M" does still invoke the option as before.
As a beginner, I always use the drop-down menu options as I slowly learn shortcut keys, as such, it is best to have as many options available in the menus.
So, is this an ill-fated new feature or bug?


texts:
I have a problem with black areas on an object with Glass BSDF material.

Don't know where they come from, I stripped my scene down to be very simple to show you the problem...

Created the object with Blenders spin tool, I checked thickness of the glass and normals, seems fine to me.

Read that this could happen when smoothing the object, tried with flatten, no change.

Here the blend: http://www.wesp.de/blender/test.blend

Thanks for your help to identify / solve the problem.


texts: How can I infinitely loop a png sequnce in blender?

texts:
Imagine I have a transparent png sequence of a bird flying that takes 1 second each loop.

How can I import the png sequence into blender, and loop it infinitely in a way that I can then drag the bird around the stage, so that combined with the loop animation it will appear to be flying in the background as a transparent flat png image?

I want to combine 2d and 3d art.


texts:
I'm trying to do what I thought would be the simplest thing, which is to crop a portion of a screenshot of a webpage and zoom in on it (yes, I'm new to Blender).

After I've imported the image and added "Effect Strip" > "Transform" I can crop "Top" and "Right" (if I check "Image Offset" that is, otherwise it STRETCHES the image), but changing values in "Bottom" and "Left" just MOVES the image, it doesn't crop it.

What am I doing wrong?


texts:
Is there any way to fill such a shape with faces? It would help a lot!

I'm trying to create something like this, but I have to do it for a lot of leafs. So doing it manually will be a pain.

Source: https://free3d.com/3d-model/leaf-high-resolution (RobertFreitag)

Of course I could use a more rough shape and use the alpha more, but the alpha is very heavy in big scenes.


texts: Contextually grey out panel element in python 2.8

texts:
I have a panel with split column.  In the 2nd row is 3 boolean variables.
I want to grey out the 2nd and 3rd option by default.
I want the 2nd to be changeable if 1st is true, and 3rd to be changeable if both 1 and two are true.
I've read something about "poll()" but not how to actually use it, or set conditions.
Physics should only be enablable if singleMesh, and destructable only if physics enabled.

    # Create two columns, by using a split layout.
    split = layout.split()

    # First column
    col = split.column()
    col.label(text="Building Size:")
    col.prop(bpy.context.scene.user_vars, 'buildingHeight')
    col.prop(bpy.context.scene.user_vars, 'buildingWidth')
    col.prop(bpy.context.scene.user_vars, 'buildingDepth')

    # Second column, aligned
    col = split.column()
    col.label(text="Dynamics:")
    col.prop(bpy.context.scene.user_vars, 'singleMesh')
    col.prop(bpy.context.scene.user_vars, 'enablePhysics')
    col.prop(bpy.context.scene.user_vars, 'destructable_Building')

#EDIT This is what the specific solution to my example looks like.
col = split.column()
col.label(text="Dynamics:")
col.prop(vars, 'singleMesh')
sub = col.row()
sub.enabled = vars.singleMesh
sub.prop(vars, 'enablePhysics')
sub = col.row()
sub.enabled = vars.enablePhysics
sub.prop(vars, 'destructable_Building')


texts: How to save Denoising Data and the noisy image of Cycles Render

texts:
I'm struggling on how to save all denoising data information like albedo or normal information when rendering an image using python api.

It should be something like:

bpy.ops.render.render(use_viewport = False, write_still=True, layer="Denoising Normal")

Can anyone help me?


texts: Is overlapping but not connected geometry bad?

texts:
In hard surface modeling, I sometimes end up with overlapping faces whose vertices aren't connected:

Is this bad geometry, and should I try to connect them with vertices, or is this totally fine?
The models are for use in games / for practicing and just for fun.


texts:
I want to develop a human model where the segments of human body lets say human lower arm changes its color.
I am new to blender any kind of help would be much appreciated.


texts: Does cycles allow for negative values in color data?

texts:
I was recently working on a node setup the required for some color image data to have some negative values, as I was using the subtract node. As far as I can tell, the values stop being subtracted at 0 though, and just flatten out. I turned clamping off on all of the nodes too. Would a good (but slightly painful) work around be to separate the R, the G and the B values into value data instead of color?

Please site a manual source if possible.


texts: How to re-use materials of a pasted object from another file for other objects in the scene?

texts:
I have copy pasted an object from one Blender file to another file. I wanted to link the materials of the pasted object to the other objects, since they'll have the same material nodes.

A) I'm doing Ctrl+L to link the materials but nothing happens.

B) I tried Ctrl+A apply all transformations to the copy/pasted object just in case it resets the objects data, but that ruins the node settings, the emission is suddenly lost and goes flat.

What could be the issue?


texts: Blender using sculp mode change show in sculp and object not showing in edit

texts:
I am playing with adding eyebrows. I used the sculp tool and drew a eyebrow, but when I go to edit mode to move the eyebrows the  image is flat.

Sculpt mode;

Object mode

Edit mode ( no eyebrow , image flat


texts: Do .blend files store information on which version of Blender they were created in?

texts: I'd like to know if a .blend file contains information about the version of Blender it was saved from. I have couple of old files and I'd like to open them in version of blender they were originally created in.


texts: How can I control the intensity of the light when using volumetric scattering?

texts:
I'm in the middle of creating a composition of city covered with fog and also with sunlight falling on building roofs using Blender.

The problem I am actually facing is how to adjust the volumetric scattering and sunlight just right. As you can see, one image has less sun intensity which creates a kind of Dead City look, but on the other hand if I raise the intensity of the sun just a little bit (without touching the volumetric scattering settings) it goes really sunny with little to no fog.

Images :


texts: I am very begginer with blender, as you see when I press F to create faces it creates automaticly creases in that place only, in the upper part that I made before it made everything smooth, what am I doing wrong?


texts: I'm practicing rigging a finger. Why is the tip getting smaller when I rotate it? And hopefully someone has tips on rigging a hand/fingers.


texts: How to give only a part of an object a ring texture

texts:
I managed to give a ring texture to an object, but I only want to restrict that texture to a part of an object, as highlighted in the picture.

How can I do that? I tried to mix in some color ramps as factors, min/max settings in the coordinate mappings but couldn't get it to work.


texts: How do I Texture paint with Realistic Textures?

texts:
I've been working on something in Cycles Render. Basically, I'm trying to create a wolf character, and I've successfully modeled, rigged it, placed the seams and unwrapped everything correctly. But now I feel a bit lost.

I loaded the UVs on to Photoshop and placed my own created fur texture on the UVs and then loaded it into blender, but it doesn't look all that right, and the seams seem quite visible.

Then I read online that I should try with Texture Painting, but I only seem to paint flat colors on it. I can't use my own fur texture as the "paint".

What can I do?


texts: Script to intersect two objects gets rapidly slower

texts:
What I want

I have two sets of objects and want to intersect every object of one set with every object of the other set by means of the boolean modifier. The output can be reduced to the vertices of intersection for every object pair which I write into an ascii file.

The problem

When executing the script, the execution time for the first iterations is low, however, it takes forever with further iterations. The problem seems to be well known (see here and here; and related to bad programming/use of blender api) when using many bpy.ops. which causes updating the whole scene every time.

But in my understanding this updating should not make things worse when the number of objects is low for every update. That's why I delete every object and mesh except for the two objects to intersect with each other.

I guess the problem is that not everything of the object is deleted even though I delete all objects and meshes after each iteration and the remaining part will then be updated with an increasing number of "something". This may be confirmed by the continously increasing memory Blender needs.

The question

What kind of items does remain to cause the increase of computation time (and memory) although I delete all objects and meshes (len(list(bpy.data.meshes)) and len(list(bpy.data.objects)) is zero) after every iteration?

Theoretically it should be working if restarting blender after each iteration, but this will cause a large overhead for startup. Maybe there is something like reset scene?

For the purpose of deletion I use the following code:

def deleteObj(obj):
    bpy.ops.object.select_all(action='DESELECT')
    obj.select = True
    bpy.ops.object.delete(use_global = True)

and

meshes = list(bpy.data.meshes)
for me in meshes:
    me.user_clear()
    bpy.data.meshes.remove(me)

For the intersection I use:

def getIntersection (obj1, obj2):
    bpy.ops.object.select_all(action='DESELECT')
    obj1.select = True
    bpy.context.scene.objects.active = obj1
    mod = obj1.modifiers.new('Boolean', type='BOOLEAN')
    mod.object = obj2
    mod.operation = 'INTERSECT'
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier = mod.name)

Edit
Added minimised code:

# read-in functions
# set parameters for objects creation
# open file for output
for i in R1:
    obj1 = createObj(Parameters1, i)
    for j in R2:
        obj2 = createObj(Parameters2, j)
        mesh = getIntersection(obj1, obj2)
        deleteObj(obj2)
        Verts = list(mesh.vertices)
        if len(Verts) > 0:
            writeVerticesToFiles(file, mesh)
        bpy.data.meshes.remove(mesh)
    deleteObj(obj1)
    meshes = list(bpy.data.meshes)
    for me in meshes:
        me.user_clear()
        bpy.data.meshes.remove(me)


texts: How to get rid of subtle white pixel border on Eevee

texts:
How can i get rid of white pixels borders on Eevee?
These are just appearing on the preview and render image.
The imported image sequence does not have these little white pixels on it.
If i move the threshold parameter (third image) it works like a fix, but what is the correct way to import/export the image to skip these white pixels?


texts: Render two layers together for compositing

texts:
Hello blender community,

I am trying to learn the compositor in blender but I came across a small problem. I placed the environment in the first layer and the sun in the second (sky in both disabled) like you can see in the image.
I renderd both layers together by selecting the two layers.

The problem is that I cannot see the sun in the compositor or when I render both layers together

I did the same thing as the video showed so can somebody help me out?

I looked around in other similar question but that didn't help me


texts:
How can I add a second material as a decal?

I am needing to export to collada with 2 materials.  The first material is a base texture build up with the principle shader. The second texture is a decal. I need the decal to be in the 2nd material as when I export it into scenekit. I would like to swap-out material 2 with anybitmap the user chooses in the app. But I will me ensuring that user material is always at the correct UVmap.

So I have created two UVmap as per this answer.

Texture mapping with multiple UV maps

in blender 2.8 the only texture properties I am seeing is a brush. So I've made the decal a brush but I'm not able to apply it.

As you see in the image above, there are two canvas pictures. The one in the back has the "painting" material applied before creating a 2nd UVmap.
The canvase in the front has it applied but there isn't a decal.

I have seen the cycles/node editor where you use a 2nd texture and mix the color and alpha fracture into the base texture, resulting in a decal.
mixing textures, same material
But that is all in the same material. I need 2 separate materials.

I've created 2 shaders, each shader is using the appropriate UVmap.

blendfile


texts: Action Editor - For Individual timeline - Unity Export, ETC

texts:
Im Actually Still On Traning for Blender i tried to make some animation using it, to make games in unity but my problem is how could i make a Action Edtior have their own Timeline
like - Walk (59 sec) - Run (22 Sec) and Etc


texts: Can't edit beziercurve, handles are not visible

texts:
Using blender 2.90.1 i'm trying to make a knot using a bezier curve.
Suddenly I can no longer edit my bezier curve. In edit mode the handles are not shown (see screenshot).
My overlays are turned on and I restarted blender multiple times without a succes. I also tried copy pasting in a new blender file but this also didn't help.
Can someone please tell me what I'm doing wrong?
Edit: here is the blend file:


texts: hole or not hole in prepared mesh for 3d printing?

texts:
I´m looking at many tutorials on preparing things to send as .STL to a printer, but I keep on having the same doubt:

All the tutorials say that, in order to save money, you have to make a hole in the mesh so that the program interprets it as hollow, but at the same time the program wants you to have a totally closed mesh, so it is "manifold".

I really don´t understand how can I do a manifold mesh and leave a hole in it at the same time to be interpreted as hollow.

How is it done? If any of you know any tutorial where they explain it well, it would be a good answer also.


texts: Why are all the textures in my file pink?

texts: I made a character, and its one of my first times texturing, and I saved my character into a new folder, and when I came back to the model ALL the textures were pink, I used to know what to do, but I stopped texturing, how do I bring my textures back?


texts: Was wondering if there was a common, base style set up of nodes for use in Cycles as a good basic starting point to just experiment with from with respect to textures and materials. I realize that it probably depends on what you are rendering, however, I just though maybe there was 3 or 4 you almost always want to include in a certain order for best results generally.  Also, why would one want to use nodes in blender internal to do textures and materials? Couldn't you just do the same thing using the modifiers panel and properties panel?


texts: How to activate ANOTHER object's actuator (Python)? Really!

texts:
This question has already been asked, but not really answered:
How to activate ANOTHER object's actuator (Python)?

So regardless if I'm supposed to:

I've got following objects parented (simplified):

Cube "Hero" (invisible,actor) [always:player.py]
  > Armature "Skel"     [Walk.action, Jump.action, ...]
      > Mesh "Skin"

"Hero" is my player object. Here I have my Always > player.py script.

Depending on stuff I want my script to activate animations on "Skel".

Currently I'm doing this using playAction while using the settings taken from the Action from Skel.

Now I'd like to use the Action Actuator directly via cont.activate(Walk.action).

The problem is I don't have a controller to activate it with.

How can I do this nevertheless? (And yes, I'm interested in alternatives, too, but I really really would like to have an direct approach first.)

Thanks in advance


texts:
What is the difference between the following two node setups?

I was hoping to use the mix shader as a scaler, but it's not behaving as I'd expect..

Here are the render results:

The "direct" line is much stronger than the one going through the mix shader.


texts: If you look at the spot, shape is taken side by side, but strangely, that red dot is sticking out. What's the problem? It wasn't edge crease problem.


texts: Weight-painting mesh containing only vertices

texts:
I created a mesh that has only vertices and converted it to a particle system representing the stars of the Hipparcos catalog.

I used image textures to control the colors and brightnesses of the stars, with each pixel of the textures encoding the color of each star by vertex index. I accessed these indices using a Particle Info node in the material for the dupli object (a simple sphere). This seems to have worked.

I want also to control the sizes of the individual stars, but for that I can't use nodes (or at least it doesn't look like it). All the posts I came across suggest that I should either weight-paint the mesh or generate an image texture and assign it to the particle system. I did the latter, partly because I don't know if I can weight-paint a mesh that has no faces or edges.

But it seems that I need to mind the mapping between the texture and the mesh. I suspect this is the reason I haven't succeeded at controlling particle size with image textures. I don't know how to go about doing the mapping, because it's just vertices, so I'm now considering weight-painting as an option.

So my question is... can I weight-paint a mesh that has only vertices and use those weights to control the sizes of 119,617 dupli objects in my particle system?

I know the challenge is the same—it's just vertices and how do I assign each a weight or a spot in an image texture to control particle size... I guess I'm just putting one foot in the weight-painting option in case it turns out to be doable.

Many thanks in advance for helping if you can!


texts: Turning a displacement animation into a rigged animation?

texts:
I'm trying to figure out if there is a way i can convert this displacement animation into a rigged (with bones) animation in some way.
https://gyazo.com/9904508541eb7c9a092f7f1a8efe4aea
Can anyone help or is there just no way to do this?


texts: in the blender game engine (old version of blender, I know.) I added a shrinkwrap modifier to a portal in my game to make the portal always stick to the wall when moving it around, but when I play the game (it's parented to the gun) it comes right off the wall when I rotate and move the gun. is there a way, using python, that I can constantly refresh the shrinkwrap modifier so it sticks to the wall?


texts: I am inserting face on a rectangle. I want to create a picture frame and I want equal thikness for all "the outer faces" (not like my print screen)[![enter image description here]


texts: Python: how to iterate through and rename shape keys?

texts:
I have a model with Japanese characters in the names of objects throughout the model. I've found this script which translates those names into english:

https://github.com/toruta39/blender-datablock-translator

It works well, however, it does not translate the names of shape keys. I'm attempting to modify the script to include shape keys but have not been successful. I believe shape keys data are stored in bpy.data.shape_keys. How do I loop through shape keys and modify each name?


texts: Standard keyframe animation after soft body/cloth simulation

texts:
I would like to know, how to create simple loc/rot/scale animation or constraint animation after cloth simulation (last frame in simulation cache). When i tried that, it moved only origin of mesh, but not the geometry. I tried to export and import MDD, but animation was wrong after import. I also tried apply as shape key, but than simulation was deleted.

How can i fix that?


texts:
Long story short, I'm trying to do a modal handler that draws using OpenGL into the viewport. Immediate mode through BGL works fine, but is dog slow.  I tried using VBOs through BGL but there seems to be no rain dance that makes glVertexAttribPointer work properly.

I've switched to PyOpenGL for the moment and the VBO seems to be created properly.  However, drawing corrupts the viewport permanently.

Here's how I'm making the VBO:

class shapes(object):
    triangle = numpy.array(
     [0.0,  2.0, 0.0,
    -2.0, -2.0, 0.0,
     2.0, -2.0, 0.0],
     numpy.float32
)

vbo = glGenBuffers( 1 )
error = glGetError()
if error:
    raise Exception("glGenBuffers: Error {}".format(error))

glBindBuffer( GL_ARRAY_BUFFER, vbo )
error = glGetError()
if error:
    raise Exception("glBindBuffer: Error {}".format(error))

glBufferData( GL_ARRAY_BUFFER, shapes.triangle.tostring(), GL_STATIC_DRAW )
error = glGetError()
if error:
    raise Exception("glBufferData: Error {}".format(error))

glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 0, c_void_p(0) )
error = glGetError()

if not error == 0:
    if error == GL_INVALID_VALUE:
        raise Exception("Too many attribs.")

    if error == GL_INVALID_ENUM:
        raise Exception("Wrong Type.")

    if error == GL_INVALID_OPERATION:
        raise Exception("Dunno.")

print( "Attrib pointer fine." )

glEnableVertexAttribArray( 0 )
error = glGetError()
if error:
    raise Exception("glBufferData: Error {}".format(error))

gc_guard['vbo'] = vbo
glBindBuffer( GL_ARRAY_BUFFER, 0 )

And here's the draw:

glBindBuffer( GL_ARRAY_BUFFER, gc_guard['vbo'] )
glDrawArrays(GL_TRIANGLES, 0, 3)
glBindBuffer( GL_ARRAY_BUFFER, 0 )

I'm obviously doing something wrong, but as an OpenGL newbie I'm not sure what it is.

Is there a prescribed way to draw using VBOs here that I've missed? Or is it possible that the Python VBO indexes and the ones tracked by C++ are out of sync, and I'm overwriting a VBO that Blender has already created?

Thanks in advance.


texts: I am busy rigging a character model and trying to weight paint it to finalize it. However, when I use the rig to check for deformities I cannot figure why this particular bending with the elbow causes this shape. I have tried experimenting with different strengths of weights but most of them do not get the result I want. I posted 2 other pictures with the weight painting for the first and second bones. Any help would be appreciated.


texts: bpy.ops.transform.translate does not work as expected for object just linked from one collection to another

texts:
I have a method that iterate through a collection(the assetsHandCollection), copies (link copy) the object to another collection(the gestureCollection) and then it should move the linked object.
This is the method:

def make_gestures():
    gestureCollection = bpy.data.collections.get("Gesture")
    for hand in assetsHandCollection.objects:
        linkedCopyHand = hand.copy()
        gestureCollection.objects.link(linkedCopyHand)
        linkedCopyHand.hide_viewport = False
        linkedCopyHand.hide_render = False
        linkedCopyHand.hide_select = False
        bpy.context.view_layer.objects.active = linkedCopyHand
        bpy.ops.transform.translate(value=(50, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

The object are correctly linked to the new collection but they are not moved.

If I replace the line:

bpy.ops.transform.translate(value=(50, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

with

linkedCopyHand.matrix_world.translation += Vector((50, 0,0))

It works, the oject are correctly linked and translated.

If I check in the console which is the last active object after my script finished to run (with bpy.context.view_layer.objects.active), it is, correctly, one of the object that I have just link copied. If the console I try to run the command:

bpy.ops.transform.translate(value=(50, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

It return CANCELLED, without any further detail.


texts: Moving the point along projection of the edge

texts:
I wanted to move the point along projection of the edge onto XY plane. And I don't have any idea how to do this. One way is to move point with locked Z and snapping to the edge, but it has two serious problems: the target edge also will be moving and the snapping will be applying to the any edge of the underlied highpoly mesh (are there way to exclude this mesh from snapping I also don't know, I didn't found it).
So can anybody help me with this task? And yeah, sorry for my bad English...


texts: I am doing this tutorial. After creating this large building (consisting of several meshes) in part 1 CG Geek is now joining all these meshes to one object. This is done in the first five minutes of the tutorial. But before he joines those meshes he does AltC. I don't understand why he first does the AltC and then joines the meshes


texts:
sorry, I don't know what to search for here. I've downloaded an obj. It has a large hole in it that I would like to fill with mesh so I can sculpt it to fit in with the rest of the figure. I've filled in the small holes with edge select and grid fill but I can't edge select this large hole, it will only select sections which won't fill with anything but one face which won't subdivide.

The idea of manually trying to select hundreds of edges is really daunting and then I'm not even sure the grid fill would work. I'm sure the 'F' fill would work with one face but then, as above, I can't subdivide that.

So how can I easily fill a large hole with mesh without going mad? :)
Any clues?

Thanks.


texts: Change the size of multiple selected polygons as a post-extrude operation

texts:
Is there a way to change the size of evenly extruded polygons AFTER performing Extrude/Inset?

It can be very helpful in modeling to be able to work with sets of geometry and yet retain control over the individual elements as if they were being worked on one at a time.

I have tried to use various Pivot settings in combination with Scale but do not have the control over sets of selected faces that will allow me to shape the model the way I'd like to do for mechanical/architectural models.

Step 1: Inset several faces.  This works fine.

Given that the four interior faces are selected;
How can I re-size them in relation to one another without them scaling towards each other with a bias they normally would not have if I were working on them individually?

Step 2: Batch Scale the selected Faces.  Now everything is disproportional.

I have tried changing the Pivot for the Scaling operation but could not get the symmetrical results I was hoping to acheive.


texts: How can I add custom icon for my operators in a specific addon?

texts:
According to this question and this example I am trying to add some custom icons to my addon's operators. But I have an "issue".
In both examples, functions draw, register and unregister are in the same file. In my case, register and unregister functions located into my __init__.py file and looks totally different and the draw function located into an other file I have create by the name fu3dm_main.py. Can anyone help me on how I'll apply this example in my case?
Here is how my __init__.py file looks:
bl_info = {
    "name" : "Blah blah blah",
    "author" : "Simonetos The Greek <simonetos.the.greek@gmail.com>",
    "description" : "Blah blah blah",
    "blender" : (2, 90, 1),
    "version" : (1, 0, 0),
    "location" : "View3D",
    "warning" : "",
    "category" : "Generic"
}

import bpy
from . fu3dm      import *
from . fu3dm_main import *

ops = fu3dm.ops

classes = (
    fu3dm.ops.view.front,
    fu3dm.ops.view.back,
    fu3dm.ops.view.right,
    fu3dm.ops.view.left,
    fu3dm.ops.view.top,
    fu3dm.ops.view.bottom,
    fu3dm.ops.preferences.model,
    fu3dm_main.panel
)

register, unregister = bpy.utils.register_classes_factory(classes)

And here is how my fu3dm_main.py file looks:
import bpy
from . fu3dm import *

class fu3dm_main():
    """Main class"""

    class panel(bpy.types.Panel):
        """Main panel class"""

        bl_idname = "fu3dm.main_PT_Panel"
        bl_label = "Blah blah blah"
        bl_space_type = "VIEW_3D"
        bl_region_type = "UI"
        bl_category = "FU3DM"

        @classmethod
        def poll(cls, context):
            return bpy.data.collections.get("FU3DM v20.0")

        def draw(self, context):
                layout = self.layout
            #   ┌────────┐
            #   │ Box #1 │
            #   └┬───────┘
                box1 = layout.box()
                box1_col1 = box1.column()

                box1_row1 = box1_col1.split()
                box1_row1.label(text="Preferences:")
                box1_row1.operator("fu3dm.model_prefs")
            #   ┌┴────┐
            #   │ End │
            #   └─────┘


texts:
yesterday I wanted to try the new features the awesome Pablo Dobarro provided to the community.
Especially the multires-modifiers new un-subdivide method presented here:
First video
Second video
Pablo states that:

"Multires Unsubdivide can rebuild all subdivision levels and
displacements of basically anything. It works on meshes with
non-manifolds, triangles, ngons, disconnected elements, and all
triangles topology."

So I sculpted a mesh with dyntopo and tried to use the multires-modifier afterwards to get a base-mesh with different subdivision-levels out of it.
Sadly, I get the errormessage "Not valid subdivisions found" by the time I press the un-subdivide button.
Afterwards I tried it using just a subdivided cube. This time it worked perfectly, however by the time I added a loopcut to the cube I got the same errormessage.
Am I doing something wrong, or is this feature only fully supported in the branch Pablo is maintaining?
I used Blender 2.83, 2.91 and the alpha of 2.92 with no avail. Any kind of help is deeply appreciated!


texts:
I have been struggling with this issue for some time now. Every once in a while, when I render a frame it will have bizarre...glitches, is all I can call them.

Animations are where this is most noticeable and prevalent, by nature of them requiring so many frames. However, this issue has occurred on single frames as well.

Two main types appear. Most frequently they are large glowing areas, usually a highly saturated red (but sometimes other colors as well). They vary in size greatly. The other is a full-on static effect that covers a significant portion of the image. (Both can be seen in the attached video). It seems almost random, as a re-render seldom produces the same results.

I believe this might be caused by the Glare compositing node interacting with fireflies and the denoiser, but I am not entirely sure. It is almost certainly not a compression artifact, as it is visible in the Image Editor even before being exported as an image or video (I think it happens in the compositing stage). I am not sure if this is a glitch, or what, or if my diagnosis is even correct; but it has been plaguing me across countless .blend files for some time and I have been unable to figure it out.

I am using Blender 2.80 Mac. CPU rendering.

Help!

(The attached video has a very low resolution and sample count, but the same problems occur with better qualities and lighting as well.)
https://youtu.be/tJpcI5edvic


texts: Characters in text editor are overlapping each other

texts:
I am using blender 2.8, and started using Python scripting recently. But characters in the text editor are overlapping each other, and it is hard to see them. Just like this:

I looked preference settings but found nothing, settings in Themes>Text Style do not affect them.
Did anyone encounter this problem before? Or have idea about how to fix it?


texts: I can't run Blender when I reboot computer

texts:
I have a problem like below so I delete system variable and succeed to run.

Problem: SyntaxError when trying to launch Blender 2.78 with Python 3.6

But It doesn't run when I reboot computer and problem is occured which solved before. To run blender I have to launch it again in my computer then blender is running without problem

How can I solve this


texts: I was doing Part 2, Level 1 again and the particle add has always only put in 1 white cookie off the side of the donut.  I am getting so many it looks like shaving cream.  I looked up at the user perspective and it changed again, just by opening up that file.  It now says (210) Donut | Donut, I did not do a thing except open the file.  This is what it looked like literally 1 minute ago.  Does anyone know what this is and what damage or confusion it will cause later on?  Andrew Price's says (1). Even worse, this is now in every saved donut.


texts:
New 3D enthusiast here with a very basic question: for game assets which is more desirable:

1). The complete lack of ngons? or
2). A reduced triangle count?

Here is a little more detail:

I am building a game asset, a vending machine, which is basically a big, bulky rectangular box (it will not be animated). But, because of the many details on it, it has a lot of faces subdivided, creating a large number of--seemingly--unnecessary faces that could easily be joined. This, however, would obviously create a lot of Ngons. So, I am at a dilemma. I really want to simplify the model by reducing the number of faces (it would not only make the mesh simpler to work with, but I assume the less faces also equal faster rendering, which is crucial for a game component), but I know this would create Ngons, which are supposed to be really bad (although I do not yet complete understand why).

Here is an image of my mesh:

Because I am a beginner, I do not want bad habits to take root in my workflow. I want to approach and learn 3D modeling the right way. That is why I ask this question from you guys with much more experience than myself.


texts: How to colour particles (in particle settings) based on vertex colour of emitter object

texts:
In Blender 2.8, cycles renderer.
I'm using an imported .ply object (which includes vertex colours) to generate a single particle on each vertex of the object. The idea is to create a point cloud effect.
How would I setup my nodes to use the emitter .ply object's vertex colours as the colours for the generated particles?
Is this even possible?
Blender n00b so, assume no knowledge :)
Many Thanks
Mike


texts: How to check if a PointerProperty has a value?

texts: I've written a script that contains a bpy.props.PointerProperty which the user can set to an Object.  I'm having trouble finding any examples on how to access the contents of this property.  How do I check that it has been assigned a value before trying to use it as a bpy.types.Object?


texts:
I would like to ask a question, I hope I find a solution here.
I’m working with Blender for like a month already and I just started to notice that the baking and rendering process takes pretty long. Rendering would not be much of a problem (for now), but with baking I’d love to make things better.
As I understood, baking is about RAM. I have 16GB Corsair XMSE DDR3 (2x4gb + 2 – not sure, if they are 2x4 or 1+1) and a Gigabyte GA-X79-UD3 Motherboard with 4 Channel Memory Architecture (up to 96GB).
I was planing to buy 32GB DDR4, but before that I wanted to ask if it’s worth the buy and if so, what RAM should I purchase. 2x16 or 4x8 – what would make the best performace? Does this make a big difference for blender? Also, my GPU is a Zotac GTX 760 (4GB), but I thought I replace that only later.
Thanks in advance for your answer!
Best
M


texts: How can I attribute a parameter to multiple objects?

texts:
I would like to apply a custom parameter to a selection of objects with the following setup:

class MyPanel(bpy.types.Panel):
    bl_label = "Tool"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"

    @classmethod
    def poll(cls, context):
        return len(context.selected_objects) > 0

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

        myprop = context.active_object.myprop
        row = layout.row()
        row.prop(myprop, 'subdivs')

For now it works with the active_object, but how do I have to change my panel so it can pass on multiple variables to my update function?