texts:
I was working in blender playing with nodes when the program crashed. I opened it and immediately noticed a dropdown box near Blender, which I have never seen before as well as the Hash number there.

I clicked on the dropdown menu and it says that I have 3Dsmax and Maya, both of which I have never used in my entire life. I looked up the hash number to see if that was an error of some sort but had no luck finding any related info. Does anyone know what this is and why it has 2017 as the date?

I genuinely have no idea what tags to give this and I didn't want to put this in the wrong section, so if anyone knows what the right tag for this is, please let me know and I'll update it.


texts: How can I print only keyframes from code below?

texts:
I just want to print a log if the current frame contains keyframe

is there any method lile: IsKeyframe or something similar?

import bpy
import math
import random
import time

ctx = bpy.context
ops = bpy.ops
obj = ctx.object

ctx.scene.frame_start = 0
ctx.scene.frame_end = 112
ctx.scene.frame_current = 0

for i in range(112):
    ctx.scene.frame_set(i)
    print("Frame %i" % i)


texts:
I was wondering how do you make one full body armature, animate it and then apply it to different humanoid character. Currently I am working on several characters that will feature the same movements so I was looking for a way to do one skeletal armature and apply it to different rigs, that way I won't need to do the animations for each character. I've heard about the motion capture files that can be applied to already rigged characters however I was looking for a more personalized way of doing this by myself, if there are add-ons that can help me do that I'll appreciate the information a lot.
P.S. I'm new to do this so please no hate.


texts: Is it possible to disable self casting shadows on a mesh but still receive and cast shadows in eevee 2.9?

texts:
I want to do NPR animations, which require me to control the shadows on the mesh, however this is where I come into the problem at hand. I already found a way to control the "shadow" on the mesh, but this technique doesn't allow other meshes to cast shadows onto it. So is it possible, hopefully through nodes, to disable self casting shadows but keep received shadows and cast shadows? If not then I'll have to find some way to reduce the intensity of the shadows cast onto the mesh by the sun but keep received shadows intensity.
I'm using blender 2.92 and eevee render engine
This is how I see it, unless I'm wrong. Its weird I know, but this is kinda how I understand it based on what I've messed with.
Casting shadow is when the mesh blocks the sun.
Receive shadow is when on mesh casts a shadow onto another mesh.
Self shadow is when shadows are cast by the sun unto the mesh using the meshes own geometry.


texts:
I have made an animation that does not render properly, it will start to render the first couple of tiles and then just stop completely, not progressing any further. I have visited this other question: Came back to a blender file, now not rendering, and tried that solution but to no avail. My issue is practically identical to that question though.

File: https://drive.google.com/file/d/0Bwc5svs--7yVeXpYWkF2Ry12Q1k/view?usp=sharing


texts:
Beginner here! How do you pan around the screen on a mac? I've tried clicking "emulating 3-button mouse" but it still doesn't work with the two-finger scroll on the laptop trackpad.

I'm also using a wireless mac mouse.


texts: Blender 2.8 animation render output does not match editor (bone fail?)

texts:
the robot has a bunch of bones, the foot bones are part of the armature, but not parented, have IK on em.
when posing, i can move the feet, legs follow, pistons pump, if i push down on his back, he squats.
When I keyframe the location of these bones, it looks great.
I've also keyframed the rotation of his arms sans-bone, looks great.

BUT when I render animation as video or series of images, he flys across the screen towards the final placement of his feet.
The 'back' bone is picking up the keyframes, so are the arms.
but not the feet.


texts: How to change hair color along absolute value of hair strand length?

texts: I know what I can get using "Hair Info" node's "Intercept" value with "Color Ramp" node. The thing is, it's really unrealistic when I have hair of various length. I want melanin value to be affected by total hair length value, not it's % to simulate hair that are burned brighter with sun. Is there any trick to do that? Like somehow intercepting only the longest hair value and using it for every strand?


texts: Cycles - rendered viewport really slow in Blender 2.8

texts:
So since months I am experiencing that cycles is getting slower and slower for me
in Blender 2.8 and I thought with the release coming it might become better.

However when I have a very simple scene and use cycles to have preview it takes several seconds just to update small position adjustments i make to a sun lamp for example.

I do not know if I am having a setting wrong so it would be really nice if someone could help me.

I use a GTX 1070 as GPU and have enabled it.
Tile size is 240x256 (autotile)
viewport tile: I tried 64, 128, 256, 512.
CPU is i7 6700K and 16GB DDR4 2800Mhz.


texts: I have an old server with an Intel Xeon CPU with 32 cores. What are the best render settings to use these many cores so that it renders fast?


texts: activate Grease Pencil layer via python 2.80

texts:
When separating bits out of a grease pencil into a new object, Blender creates a default layer in this new object.
But it leaves the layer "inactive". After that, I can't run any operators on the object. If you draw on it it creates a new layer.

I'm trying to find a way to activate that layer

and the API command that I thought would fit gives me a context error:

bpy.ops.gpencil.layer_change()
#also tried all of the enums in the following error out of desperation
...
TypeError: Calling operator "bpy.ops.gpencil.layer_change" error, expected a string enum in ('INVOKE_DEFAULT', 'INVOKE_REGION_WIN', 'INVOKE_REGION_CHANNELS', 'INVOKE_REGION_PREVIEW', 'INVOKE_AREA', 'INVOKE_SCREEN', 'EXEC_DEFAULT', 'EXEC_REGION_WIN', 'EXEC_REGION_CHANNELS', 'EXEC_REGION_PREVIEW', 'EXEC_AREA', 'EXEC_SCREEN')

My next try didn't do anything that I can see:

ob = bpy.data.objects['GPencil.003']
ob.data.layers[0].select =True

clicking on the layer in the panel echos:

bpy.context.object.data.active_index = 1

but from the VIEW_3d or terminal it gives a context error. I don't know how to force the context to that panel and I'm guessing that's a bad practice.

Is there a way to activate a greasepencil layer?

Thanks


texts: Stop Blender from exporting the additional Armature root bone/object in FBX files

texts:
I am having a problem when trying to export my animation to Unity. What happens is that whenever I export the .FBX file, Blender adds an extra object named "Armature". Therefore, the hierarchy of the object is:

  Root > Armature > Hips > Spine, RightLeg, LeftLeg

This would be fine, but I have other animations in Unity that use the Mixamo rig. I am editing those animations from Mixamo in Blender, but when I export them the Armature object is added, therefore it is mismatching the actual rig from Mixamo and therefore I cannot use it.
This is the rig hierarchy from Mixamo, to make it clear:

  Root > Hips > Spine, RightLeg, LeftLeg

I have tried multiple things in order to fix this, such as deleting the Hips parent and renaming Armature to Hips, however this causes rotational problems and also disconnects the legs from the spine as the Armature object is not the bone.

I have also tried intercepting the import process in Unity by using AssetPostprocessor.OnPostprocessModel and removing the Armature object automatically from Unity, but that did not work for some reason.

What would be my best approach to solving this?

Note: The Armature object does not show up in Unity when the rig is set to Generic, only when it is set to Humanoid (which is what I need)


texts: Printing a game model that looks rendered

texts:
I am a very new user of blender and game modeling as a whole, so forgive me if don't use the correct terminology. I'll try to explain this as best I can. I'm trying to figure out how to 3D-print a game model without it looking polygonal and with the smoothing that you see in the game engine. Here's an example of Aron from Pokemon Sun;

In-game, the model looks smooth and has smooth shading.

But when imported into blender, the model is very polygonal;

So here's the question; how can I render the model or alter the polygonal base model so that it can be exported to stl like a smooth game render without recreating the model entirely? Are there any tutorials you know of that could help? I have looked at some tutorials for subdividing and the mesh and smoothing vertexes, but that basically gives me rounded polygons rather than a more smoothed surface.

Thanks in advance!


texts: How do I apply modifiers and other changes in 2.90?

texts: I'm using 2.90, and going through a tutorial to create a couch on youtube. I've added a mirror modifier, 2 arrays, and a subdiv. How do I apply those modifiers so it completes those operations on the mesh? I don't see an Apply button anywhere, and have looked up 'Apply' in the doc with no answer. Is there a hotkey other than Ctrl-A?


texts: how to make a realistic sugar cube material?

texts:
I have been struggling with this for a while, and can't figure out help. I would like to make a realistic sugar cube material procedural, but so far I couldn't manage to get a satisfactory result, can you please help me improve it?
My render i know it looks like solid object not translucency or sss but I do applied both with an add noder can be seen in the file

I m seeking a solution to make shiny sprinkle looking small parts and translucency of main shader. I can't figure out how though.

thanks

EDIT- second render after @PGmath suggested note set up which helped a lot to get a much more better result, however I wish there was some way to reduce the noise , even with 300 samples there are plenty noise, is it normal?


texts: Intermittent Error: EXCEPTION_ACCESS_VIOLATION when using Python script

texts:
I'm running a script that opens .obj files and renders them from a series of viewpoints. Most of the time, it works no problem. However, sometimes it crashes, giving only Error: EXCEPTION_ACCESS_VIOLATION. If I try again, it usually works the second time around.

Is this maybe a Windows read/write lock messing things up? I can't really debug where in the code it gets stopped as it's not raising an exception. Sometimes it fails after rendering "Cam0", sometimes after "Cam1", or sometimes before loading the model - it's really inconsistent!

Another observation: if I pass n models to the script, it's much more likely to crash than if I run the script n times on each model separately.

Any ideas? The only solution I have is to keep trying over and over until it succeeds. I've commented out parts of the original script so you can run it yourselves with: blender -b -P view_interpolate.py -- path/containing/an/obj/model [more paths...]

I am running Blender 2.78c


texts: Cycles procedural stripe texture along slope

texts:
I have a sculpted mesh that looks something like this:

(the colors are indicating the height)

And I'm trying to make a striped texture (black and white), where the stripes should be aligned with the slope of the mesh. Like this:

I would like to do this procedurally because the actual mesh is full of these slopes, but I'm not managing to get anywhere near the desired texture.

Is it possible to do this using only the cycles material?
The result don't need to be perfect along the top, because there is another shader acting on the ridges. The accuracy on the slopes and on the valleys is more important.

Thanks!

ps: the texture will be used as a factor for mixing shaders.

EDIT:

I think I'm getting closer. I managed do make the stripes perpendicular to the slopes (I needed them to be parallel ). At least now looks like it's possible to achieve the desired distortion.


texts: Fake Video Interference in Video Sequence Editing

texts:
How can I create fake video interference in clips placed in Blender's Video Sequence Editor? For example, I would want the image to shift every now and then, as well as switch, in a sort of old-TV style, between video clips.

A good example of what I'm looking for would be this Blender created video on YouTube, but I have no idea how the person went about doing it. However, I'm sure you can think of any moment in a TV show or movie when a TV or computer screen is displaying one image, then someone cuts or "hacks" in, and the image is replaced.

I expect something like this would require use of the Node Editor?


texts: About anvil modelling problem caused by mirror modifier

texts:
In this model, I have used extrude, loop cut, inset for creating the model and the modifiers that I used was boolean, mirror modifier along the y axis and the subsurf modifier. The problem is why there seems to be a line between the mirror and the object where I lined  it blue? Is there anyway to solve this ? At first, I think maybe there is a face between the model and the mirror but I have deleted it so I think the problem lies somewhere else.

I have made the vertices along the center and scale their 'y' location to 0.
And I have found some problem that some parts of the  meshes would go beyond the center even if I have already clipping turned on. I cannot find any face that is between the mirror and the model so I don't think that is the problem and I also have removed the doubles

my blender file


texts: Microdisplacements with adaptive subdivision turning black

texts:
I followed a microdisplacements tutorial on Blender Guru and I was able to create a texture fine. Here is a picture.

And then I turned on Adaptive subdivision. Here is a picture of what happened.

I know that this question has been asked before but I am using blender 2.79 so it should be fixed, right? Please let me know you ideas. Thanks


texts:
This is a question about indication of material setting in "RENDERMAN for Blender". Display of the preview window changed as shown in the following image. What is this cause? I want to return this display to the original (left side).
Thanks.


texts: can i change the size of my thumbnails in the thumbnail browse list?

texts:
my textures are a bit complex sometimes and the small thumbnails can not show me enough details to make me decide which texture i want to choose .
 is there a way i can increase the size of the thumbnails when i want to replace a texture for an object ?
i looked around everywhere but i can not find an option to do this .
in mac osx i can increase a thumbnail view , that comes very handy most of the time. i would like to be able to do this in Blender.
i don't mean to zoom in on the screen , that will result in a pixelated view.
but a real increase of the thumbnail size while browsing in the thumbnail list.


texts: As you can see above, that is my character, I modeled him, textured him, rigged him, used GLSL texturing, in the game engine, pressed "P," and he looked like this. I don't know what this is, is it transparent, I don't know? Please help!


texts: multiple texture sets when exported to substance

texts:
Im having a problem when exporting to substance, after I fixed a few parst of my model the fixed parts are exported as different texture sets.
Any way to fix these?


texts:
I've followed this tutorial:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliFrames

I've made a Curve > Path. I've then set frames under Path animation to 600 frames and enabled Follow. I've enabled duplication for the cube to frames and unchecked speed. Then I've parented my cube to the path.

On my path there should now be 600 copies of my cube/object. But there are only about a 100. Why is this happening? How can I fix this?

My blend file:
http://www.pasteall.org/blend/26936


texts:
I have my object selected and don't know why the settings are not there. I've tried different objects and it's the same problem. Can somebody help?
Edit: I can see all the settings in the Shading tab..


texts: Circular dependency for image "Normal" from object "Plane" while baking

texts:
I tried to create normal map from a 2D texture image (.jpg-file size:1024px*1024px) like it is explained in this video:

https://youtu.be/Hpdwo6F_WYQ

I am using Blender 2.82 and everytime I try to bake a normal map I get this error:

I am trying to get a simple 2D texture normal map to make like a sandy beach.

EDIT:

The material tab looks like


texts: Create default scene with Screen cast keys addon enabled and turned on

texts:
I always want to enable the Screencast keys addon when using Blender. I'm trying to avoid having to remember to turn it on for each new Blender project. I tried turning the checkbox for it on in the N-key side panel and then saving that scene as the default Blender scene. Unfortunately the checkbox doesn't stay turned on in new scenes regardless of that.
Is there perhaps a scripting solution that would allow having the checkbox (that turns Screencast keys display on) always activated in my default Blender scene?


texts: Question to Blender developers on file handling in Windows

texts:
On one of our Windows 10 PCs we are not able to access render output files of Blender v.2.78 using windows explorer: The file is listed in the file selection dialog in Blender, but is not visible to Windows.

It seems that this behavior is observed by some other people in the net as well, and so far the only solution seems to be to do a repair reinstall Windows.

Fearing other complications of a windows repair, we looked further into the problem.

We checked every previous blender version until we were be able to locate a version that does not exhibit this problem, and found that v.2.61 does not have this behavior.

So, on a particular PC, render output files of Blender 2.62 and above are created, but not visible in Windows Explorer (display of hidden and system files enabled). Output files of 2.61 are visible on the same PC.

Could someone related to or knowledgeable on the development of Blender comment on whether there has been a change in output file creation routines when switching from v.2.61 to v.2.62?

Many thanks in advance,
Arifi Koseoglu


texts: Applying color to a large number of duplicates (Bricks)

texts: I modeled a brick. I made an array. I duplicated the array,added the courses to each other, then duplicated that,etc. I'm having trouble figuring how to color them all in one "click".


texts: cycles render not showing changes in render viewport, only materials viewport

texts:
hello i'm working in cycles blender and the changes i made to my eyebrows in node show in the material viewport but not the render viewport, screens below. any suggestions? i don't think i unwrapped anything, is this causing the issue? i'm new to cycles, thank you in advance.

EDIT:::

i fixed it somewhat, but do you notice the lightening of the skin color around the eyebrow? anyone know how to fix this part?


texts:
We are working on an asset manager in a preview, like this.

And we could add a choise to not use calculated thumbnails or custom thumbnails via a path.

If we choose nor Calculated nor thumbnails path, we want to have the thumbnails browser result.

Like that we could see the result of the import in the library and change it later.

So, is there a way in python to use this image and save it ?


texts: Displacement is different from object to render mode

texts:
I have a slight problem that never showed on blender2.7. And I'm brand new on Blender 2.9.
When in object mode, my cube touches the surface with a displacement modifier but in render mode and when I render this cube hovers over the surface.
Why is the plane suddenly sinking? And how can I bring it back to level Z0?
Thanks in advance for tips!


texts: How can i make smoke come out of the picture? i only want it to come out of the cigarate part. I also only want the picture to rotate on the z axis and the smoke to keep coming out of the cigarete as it rotates. I know how to do smoke but i dont know how to make it come out of a specific part of the object.


texts: Not recognizing my Nvidia RTX 2060 for optiX

texts:
I am using Debian Linux Buster 10  with a Nvidia RTX 2060 card I have included back ports non-free so I have the Nvidia 440.82 drm installed. I am using Blender version 2.83. The card is recognize just not the optiX. I was under the impression that this driver supported this function.

After further study linux needs a package called libnvoptix1. This is a linked library that blender needs to run optiX once I installed this it recognized and worked. I am getting two warnings while rendering the classroom find_node_operation: Failed for (DRIVER, 'cycles.seed') libpng warning: iCCP: known incorrect sRGB profile Anyone ever see these.


texts: How do I harden the Noise Texture in Blender Cycles?

texts:
I've been trying to make hard noise like in Blender Internal,but I'm clueless as how to do this in Blender Cycles. I want to harden the noise to create the glossy surface to the plastic like in Five Nights at Freddy's.

I've tried with a ColorRamp to replicate the image above,but it didn't work and ended up looking like the image below. And I've seen TayTay's tutorial but I didn't like how it turned out because it didn't look accurate. Can someone please help me? And to those of you who can,I'll give you a big,fat thumbs up.

                                                         -JeremiahTDK


texts: is it possible to write a script that renders an image in blender

texts: If i had an image on my computer which acts as a texture and an already created scene in blender which has a 3d object in it. Is it possible to write a blender script to take the image which resides in a location on my computer and use it as a texture on the 3d object in my blender scene, then render the scene and also save the rendered image in a location path on my pc ?


texts:
1st Picture: Having a cylinder that only have volume scatter node

2nd Picture: The cylinder is hidden

The objects that shows in orange are the grass, some part of the grass is within the cylinder but small part of grass that is near the camera is not within the cylinder. Does anyone knows why the cylinder that acts as the fog will block the appearance of the grass? Try changing to solid and material preview and the grass is there, it is just not showing in render view. Thank you so much


texts: Help needed. I am using Blender 2.79 - I have a dress that I modeled and then unwrapped in UV layout. The problem is that I never added any material zones. What I would like to do now is add materials by UV island without having to try to select all those proper polys in 3d menu. Is there a way to add material zones by uv? Any help is appreciated!


texts: Save image as for example .png by a script

texts:
My export script should export all images that the user might have used as textures. I don't have problems collecting the images. I also don't have a problem emulating being in an image-editor. The only thing I couldn't figure out how to do is how I can export the picture in any format. Here is a codesnippet how far I have got so far.

images is a list of images to export and they are all part of bpy.data.images. imageEditorArea is an existing image area because else the script doesn't want to run for some reason. exportDir is the directoy where all the images should go.

At this point I remember you that the user should not be able to change the loaction because he chose the location where the files should go already when he executed my operator

prevImage = imageEditorArea.spaces[0].image # want to keep the users selected image around
for image in images:
    imageEditorArea.spaces[0].image = image
    bpy.ops.image.save_as({'area': imageEditorArea}, # emulate an imageEditor
        'INVOKE_DEFAULT', # invoke the operator
        copy=True, # make a copy of the image
        filepath=exportDir + image.name) # export it to this location
imageEditorArea.spaces[0].image = prevImage # reset the image back to the original

The problem now is that normally, when you don't hand over a path to export the images to, one can choose an outputformat (something like 'BMP', 'JPEG', etc...). I can't figure out how one could achieve this without opening the fileselector.


texts: How to smooth a mesh for 3D printing (subdivide introduces ugly ripples and kinks)

texts:
so I've done a few days of research and tried a bunch of things and I'm at a loss.
I'm trying to fix up this mesh for 3D printing:

In Blender, the highlighted mesh on her body looks smooth. But once exported to STL and in the slicer, the edges are sharp along the mesh edges. So I want to smooth it out. I looked up online, and people say to subdivide with (smooth: 1.0). I tried that, from subdividing once to 10 times.

Some others say to use alt-J and then subdivide the quad mesh. I did that and got similar results, except the ripples/kinks are now along quad edges.
Does anyone know how I could preserve the shape and make it smooth? When you hide the mesh in object mode, the character looks pretty smooth without these artifacts.


texts: How to create a "Airbrush-like" Shading Material

texts:
How could I make a material out of the following picture?

and also the Glossy one?


texts: For " Follow active quads" method, do I need to make the entire object active or just the outside face?

texts: I have modeled this coffee cup.  I used materials and different colors to make different faces. When completed I plan on exporting it to second life as a 3D object.  I marked seams and unwrapped it. The "island" with the arrow is the brown outside face of the cup.  I need some experienced advise on how to unwrap this cup so it will properly take a texture.  If I use the "Follow active quads method", do I need to use it to unwrap the entire cup, all at once?   Should I try to unwrap island by island?


texts:
I know the math to convert sRGB and REC709 to linear, but does anyone know what is the (approximative?) math for filmic to linear?

Or is there a way to use OCIO configs in python to convert any picked color to be converted to linear, independently of the color profile you are using?

Thanks!


texts:
so I made a pose with blender's free 3d character rain. I setup the lights and pressed render but this is what I get...
https://imgur.com/gallery/WcE0zWX
The second image shows the render mode, and as you can see her legs are visible. Rain comes with a CloudRig menu in which you can mask/hide her arms or legs. But I didn't do that. Does anyone else has this same issue and how can I fix it?
I used cycles render.
Thanks!


texts:
I am trying to animate eyes using the UV Project modifier, but when I enter the empty I want controlling the modifier, the UV is messed up.
Here is the mesh before I apply the UV Project modifier:

And here is the mesh after the modifier is applied:

I've tried editing the UV map and moving the empty to see if it's just in the wrong place but I can't stop the texture from looking distorted. Any suggestions?


texts: How to connect objects if they don't match?

texts: Hey I want to connect these ears to this head. The thing is I want to rig it later and I'm worried that if I don't actually join the two meshes together it will look weird if I move the ears with a joint. Would it work regardless or do I need to connect both meshes. If I have to connect them the problem I have is that obviously there are aren't enough vertices on the head to properly connect the ears to it. I know about adding a new edge or also subdividing so that's really no problem. What I want to know is if this is absolutely necessary or if there's a way to connect these 2 objects together without doing this.


texts: why does my cloth simulations "bounces" when previewing?

texts:
I'm playing with cloth simulation, and I got some weird shit.

It's like the simulation wasn't linear; but was calculating a frame every ~10 frames; then interpolating between for the preview.  Is this possible ?

When I keep it playing, it seems that the cache continues to fill, but at the end of my animation - here near frame ~75.
Why isn't this linear / How can I make it simulate in a linear way ?

Thanks!

Thanks !


texts: how can I align a line a vertices evenly preserving the angle?

texts: I would like to know how I can align a group of vertices at an angle without having to resort to scaling to zero on an axis. in the picture below how would you make it the vertices circled in green line up the same angle the end points? I know I could just dissolve them and add them again but that would require reconnecting everything again.


texts: No CUDA option in system preferences - is it my driver?

texts:
I have the latest version of Blender installed (2.69) on Debian stable, and in System Preferences there is no CUDA (GPU) option for compute device. The graphics card is Nvidia GeForce 430. It supports CUDA 2.1, so according to the wiki it should work. Looks like the Nvidia driver is at the newest version. Is it a bug or am I missing something?

Update: Still no answer. I've looked into the driver more: it's the most recent repository version, but the driver on the Nvidia website is newer (mine is 304.88, theirs is 331.38). Does anybody run Blender on Linux with Nvidia drivers from repository (not nouveau but the manufacturer drivers)?

Anna

P.S. I've seen a couple other threads with a similar question but in one the problem was resolved when Blender v.2.69 was installed and in another the card in question was explicitly among the ones no longer supported.


texts: (Ambient Occlusion) I can't bake Hi-Poly obj to Low-Poly

texts:
I have bake from Hipoly to Lowpoly object normal map, cage was used. It's oK.
Bat I cant bake Ambient Occlusion. All poly is black.
I tried set materials for cage and Hipoly obj. Not help.
AO on world is on, obj locate insade big box.
Now I tried drop all outside, AO baked oK. Why is impossible bake AO inside other object. Even I use cage?


texts: Why does trying to render with Cuda on a remote server fail?

texts:
I’m trying to do a remote render on a server with linux, when I do renders by Cpu it’s fine, but when I want to use cuda I have errors. The script that I use is this

These are my Gpu

When calling the render

blender -b finaltestcuda.blend -E CYCLES -P script.py -f 1

This error appears


texts:
Firstly I understand that blender 2.8 is a release candidate, that being said...

I modeled and rigged my character in 2.79, opened it in 2.8. it seems odd to me that the rig isn't visible. I can see the IK endpoints (hands/feet), but none of the FKs, armatures, or tweaks.

it kind of seems like the layers are invisible (2.8 doesn't use layers anymore?), just curious if this is something im doing wrong or if it's a 2.8 bug.


texts: Will Blender charge me for exporting videos?

texts: Almost every single app I've attempted to use wouldn't let me export my video by email or drive. They don't even let me put it on my desktop. I'm a student and a couple of my classes ask for videos. Will Blender make me pay to share my videos with my teachers?


texts: How to make arrayed objects have independent rotation

texts: How should I go about making an array (Modifier) of objects have independent rotation? The base has a "Locked Track" constraint to an empty, but if I move the empty (to move rotate the base) it only changes the direction of the array. This is the setup:


texts: I have an object with two solidify modifiers added, but the modifiers are not visible in the view pane. How can I see the applied modifiers. This is in Blender 2.91


texts: VSE not playing in realtime (not caching)?

texts:
I have some exr sequences in the VSE, but they won't playback at 25fps.
Some parts play fine (random), but then it feels like it is caching again at 6fps or something. No matter how often the loop is running it always gets these hickups.

The 'cache memory limit' is set to 16000, but that doesn't help.
Is there a way to see if/how much of the cache memory is used, or is there anything else I can do about it?

thx


texts: 180 degree bone rotation stutter problem - chained Action & Driver rotation

texts:
There are a number of posts referencing 180 degree stutter/flipping issues and resolving them by using a driver in-place of a modifier/constraint - which seems to work OK for a 1-to-1 relationship. However - I have a case where a bone rotation is being driven by another bone rotation which in-turn is being driven by an action controlled by a master bone rotation.
I have a vehicle (mock up shown) with a small wheel, a big wheel and a control stick. When the stick rotates left/right the vehicle moves (translates) left/right and the wheels rotate left/right.

[Small Wheel] <--{driver x 1.2}-- [Big Wheel]  <--{action}--  [Control Lever]
The Small wheel is driven 20% faster than the rotation of the big wheel - with a simple driver expression: var * 1.2. If I rotate the Big Wheel bone manually the Small Wheel bone rotates correctly without issue.
The Big Wheel is driven via an Action which also moves the vehicle, which is controlled by a master Control Lever bone.
The Big Wheel visually rotates correctly when manipulated by the Control Lever, however - the Small Wheel now exhibits a stutter when the big wheel passes 180 degrees.
I know I can work-around this by using a driver for both wheels, or by using an action for both wheels - both driven by the control lever, however I am trying to replicate existing behaviour in another application - which this configuration is based on.


texts: Isolate object with / numpad key Blender 2.8

texts:
When I hide a mesh by pressing Numpad /, I isolate the object, but the reference image gets hidden. For some reason my image disappears.
In version 2.7 of Blender I have seen, that the isolate works well with reference images on orthographic mode.
Maybe somewhere in preferences I can find this feature?
Or it is available only in the old version of Blender?


texts: I'm trying to learn Blender to animate. Am I doing it right?

texts:
The idea of making 3D animations to tell stories has always been attractive to me. Yesterday, I decided to stop hesitating and began learning to use Blender. I am using the YouTube channel tutor4u's tutorials on how to make an alarm clock and how to animate it. I hope to achieve a basic idea of modeling, so then I can make models to animate, which I also hope to learn. I also plan to learn shading and coloring to make it look nice. So far, it is going smoothly, but I feel like as soon as I finish the tutorials, I'll be stuck, and anything I want to make will still be too complex. Simply put: I feel like I'm going to run into a wall trying to learn Blender. Am I worrying too much? Am I learning Blender right? Where do I go after a few tutorials?

Side Note: I'm not asking specifically for tutorials. I'm asking for the most efficient way to learn Blender. I think adding the name of the tutorial I am using would be relevant.


texts: What exactly does the "Non-color data" option for image/environment textures do?

texts:
Image and environment texture nodes have an option to use Non-color data:

Could someone explain what this setting does and when it should be used?

I have seen it used with HDR environment lighting. Is there a reason for this?


texts: Blender 2.8 does not render view port image

texts:
At the end ~26:00 of this tutorial:

https://www.youtube.com/watch?v=wUoE-1vYXPI

the selected view port is rendered. In my case, however, the render result differs from the view port:

Why isn't blender rendering the current selection instead of stuff from another layer? How can I render
only what's in the view port?


texts: Object with a particle system doesn't show in render

texts:
for some reason, my person will not show up when rendered. I have checked the material and it is fine. Not sure what i did. Hoping that someone can figure it out for me.

here's a link to the .blend file: person


texts:
I got very weird problem in my game which I am making. To make each level work correct with pause menus, I have made a pause menu for each of levels. I have set the sensors, controllers and actuators identic for each level, only with changing data about to which level switch...

As you see, evrything fits- evrything is identic in each pause menu, just level links are changed... But this Menu works in 1. level (Pause), but does not work in 2. Level (Pause2). Why is it like that and how to fix it?


texts:
I am very new to blender and I have a problem where I can't dissolve these two faces and I don't know why. Can someone help me ?

Link to the blender file if anyone need it : https://mega.nz/#!BxBkVA5b!Xz0vgBDgfhW32xzLA_DX5Xp-r9dFMtxl2wbwyY0Km5U


texts:
I've received a model from someone else. Any changes I make to the mesh in Edit Mode seem to be undone when I return to Object Mode.

On the left is the mesh in Edit Mode, on the right is the same mesh in Object Mode:


texts:
trying to bake normal map from high to low poly mesh
result have artifacts
1- it not smooth
2- it have some weird colorful areas

what I did wrong? need help :(


texts: I made a model of an animal in the blender. I started by doing the geometry and then applied the modifier multiresolution to be able to later sculpted. At this moment the mesh has almost 8000 vertices, but the faces are not properly organized. What I wanted exactly was a way to restructure the mesh so that the model can be used in animation easily, but without losing quality. Retopology is an option?


texts:
How can I get the knife tool to snap to the same spot on another edge to get a straight cut. Here is an example of what I want to do:

When the line turns green the cut is straight. How can I do this in blender? I have tried using the magnet snapping tool but could not get it to work.


texts: Using Python, how can I preset points in ShaderNode RGB Curves?

texts:
I have referred to
https://blenderartists.org/t/how-to-modify-rgb-curve-nodes-in-compositor/503936
hoping the technique would be same or similar for shader nodes.
I have also checked
Is there a way of keyframing RGB curves?
and
How to make preset for RGB curves in compositor

-- where, in passing, the high-voted answer needs a typo correcting, from:
(RGB_Curves_Node).mapping.curves[0].points[id].location_x
to:
(RGB_Curves_Node).mapping.curves[0].points[id].location.x
and same for y.

In this, "id is used to access which point you want the property from.
Also, the 'R', 'G', 'B' and 'C' curves are separated by id 0, 1, 2, 3 respectively."

Therefore I script:

rgbC = nodes.new(type='ShaderNodeRGBCurve')
rgbC.mapping.curves[2].points[0].location = (0,0)
rgbC.mapping.curves[2].points[1].location = (0.48,0.675)
rgbC.mapping.update()

But, although 'points[1]' is set correctly, the curve does not bend, and a straight line then goes from
an existing end point through the new one -- having lost its 'other end' anchor (that presumably would have made it bend?).
If I try and anchor both ends (0,0) and (1,1), then when adding the 3rd point so:

rgbC.mapping.curves[2].points[2].location = (1,1)

I get an 'index out of range' error.

Any help on properly adding and setting points would be much appreciated, thanks.


texts:
I couldn't find this anywhere, which is really strange, but I'm trying to wrap a curve, imported from a .svg made with a vector image program around a sphere to create the Earth.

Basically, this is what it currently looks like:

I'd like to wrap the curve of the outlines for the land around the sphere in the middle of the scene.

I don't mind converting the curve to mesh at some point in the process, but it will be beveled or extruded first.

I tried Lattice (which didn't work because I couldn't get a result that matched the sphere's shape), I tried Curve modifier with a circle curve but that only made the map cylinder-shaped, I tried Simple Deform, Shrinkwrap and Warp but couldn't get these to make what I wanted either.

When using Shift+W here's what happens:


texts: Add-on - open_mainfile() always leads to segmentation fault

texts:
I've been struggling for making bpy.ops.wm.open_mainfile(filepath=PATH) work properly within an Add-on.
No matter what I do and where I put it, I always get:
segmentation fault  /Applications/Blender.app/Contents/MacOS/Blender

For now I'm testing it like this:

I'm adding a handler to detect when a file is opened
 bpy.app.handlers.load_post.append(load_post)

In this handler I'm setting a Timer to open a new file after 5 seconds
 def load_post(ok,no):
     global t
     t = Timer(5.0, openNew)
     t.start()

Then the openNew is defined like this
 def hello():
     t.cancel()
     bpy.ops.wm.open_mainfile(filepath="/correct/file/path/test.blend")

Why am I testing it like this? Because I'm trying to make an Add-on that opens a file, do something in this file, saves it, and then open the next file. Timer is a simulation of this.
Here is the crash log.
# backtrace
0   Blender                             0x0000000107437387 BLI_system_backtrace + 55
1   Blender                             0x0000000100fe8ef8 sig_handle_crash + 392
2   libsystem_platform.dylib            0x00007fff693415fd _sigtramp + 29
3   ???                                 0x0000000000000000 0x0 + 0
4   Blender                             0x0000000101663bb7 Scene_statistics_call + 39
5   Blender                             0x0000000101556fc2 RNA_function_call + 18
6   Blender                             0x00000001016e67a4 pyrna_func_call + 2004
7   Blender                             0x0000000105e89faf _PyObject_FastCallKeywords + 575
8   Blender                             0x0000000105f5f485 call_function + 773
9   Blender                             0x0000000105f5beee _PyEval_EvalFrameDefault + 27262
10  Blender                             0x0000000105e8a66d function_code_fastcall + 237
11  Blender                             0x00000001016e8221 bpy_class_call + 961
12  Blender                             0x00000001016973e3 header_draw + 115
13  Blender                             0x00000001017000a4 ED_region_header_layout + 404
14  Blender                             0x000000010132b2ff wm_draw_update + 1631
15  Blender                             0x0000000101329040 WM_main + 48
16  Blender                             0x0000000100fe5621 main + 929
17  libdyld.dylib                       0x00007fff69148cc9 start + 1

P.S. If I run this exact command on the Scripting area of the Blend file, and not from an Add-on, it runs like a charm.


texts: Test if empty touches mesh/depth object with python

texts:
I'm doing motion capturing of facial expressions, having an empty (constrained to a track in the movie clip editor) "sliding" on a facial surface mesh (depth object). However, for some large facial movements, the empty "drops off" the depth object. I don't want to enlarge the depth object.

Here the empty "slides" on the depth object (facial mesh):

Here the empty can not be projected on the depth object and "falls off" to some standard distance:

Is there a way to test for each frame whether the empty "touches" the mesh/depth object (or not) in bpy?


texts: Problem with knife project tool: the result is not smooth

texts: I use a circle to cut on a cube by knife project tool, but the result is not smooth as the circle, did i do wrong some thing, please help, i'm very new to blender.


texts: Is it possible/how to separate several "objects" imported from an stl file?

texts: I've imported some a model from an stl file. There are several "objects" (spatially separated), but Blender considers them as one object (due to the algorith of importing, I guess). Is there a simple way to separate those "objects" so that they become actually multiple Blender objects?


texts: Every time I parent my eyes to a bone, the eye goes below the model

texts:
I'm trying to Parent my eye to my model's armature, but for some reason, every time I do the eye goes way below my model in the process.

I should also point out a few things:

My eyes are separate objects so that I can rig them later with the same armature.
I also can't seem to weight paint my object to the bone because overtime I rotate the object it doesn't seem to rotate to the head. (I know this because I tried placing the eyes back in the sockets of my model and rotated the bone to see how that could turn out).

Here's what it looks like:

The thing selected on the bottom is the eye and the other one has not been parented to the bone yet...


texts: Extrude face along normal, following connected edge (extend geometry)?

texts:
I want to extrude a face in Blender along its normal, but I also want the vertices to follow their connected (but not selected during the extrusion) edges.  This means that the vertices would move relative to one another (in planes other than their extrusion direction), and extend the original geometry by extrapolation.  Another way to look at it would be to "slide" the vertices along their extrapolated, connected, and deselected edges.

This is difficult to describe in words, so let me provide an image.  Here's the face I'm extruding:

And here's how I'd like the vertices to move (viewed from above to make it clearer):

Is it possible to do this in Blender?


texts: Why is this red stuff filling my smoke domain?


texts:
Blender Mac noob Viewport Nav issues: No Mac key commands enable viewport rotation or panning. Is there a way to set Blender Prefs to add keyboard modifiers for these & other functions?
I do have a multi button mouse, but also use a wacom tablet. so key commands are necessary for viewport nav & many other functions.
Online tutorial search has no info for Blander/Mac except with track pad -which I don't have.


texts: How to make Volumetric Scatter fade adjustable

texts:
In Cycles, I'd like to create a misty torus. Create torus, Volume Scatter note into the Volume Material Output node. Done.

But I'd like to be able to adjust the density of the scatter with respect to surface proximity. So the closer the scatter effect gets to the surface of the object, the more transparent or "less dense' it becomes.

Any suggestions? I'd like this to be material-specific. I could do this in the compositor, but blurring introduces other problems.


texts: Best way to UV unwrap a hole in the shape of a triangle?

texts:
I need to unwrap this shape and I have problems with triangle holes in it.

How can I unwrap this overlapping edges without stretching my whole UV map?

FBX file: https://drive.google.com/file/d/0B4vQRwTIaF08QnA5NXhzai1jQkU/view?usp=sharing


texts: I want to dissolve every vertex which does not connected with another vertex ( vertex which has no connection with any vertex ). How can i do that.


texts: How to control the thickness and darkness of lines when exporting UV Layout

texts:
I exported an UV Layout from Blender 2.8 and imported in Photoshop in order to build a simple displacement map.
All the UV lines are not black but a kind of black to grey graduation.
The lines are not 1 pixel wide but 2 or three.
I have tried every setting I can do in the Export UV panel, but I got always the same.
Here you find the original UV layout in Blender 2.8:

And here you will find the snapshot out of Photoshop with the strange grayish lines:

BTW, I have the same issue editing the same file in GIMP or other graphic programs. So it seems that the Blender 2.8 exporter is creating this behavior.


texts: One of the objects in my scene is lagging when i move it or do something similar to it. How do I fix this?

texts: (I'm using a Radeon RX 580 graphics card, I heard there are some issues with that one.) Everything in my scene works flawless in my scene except for this one object (and smoke simulations?). Moving the object (per hand or by rigged armature) is completely laggy (like 2 FPS) in both render engines and in no matter what 3D Viewport. If you need more information just ask, i don't know what I should include here since I'm pretty new to blender.


texts: How to convert an HDR Image created / rendered on Blender to a format acceptable on social media and websites?

texts:
I rendered a HDRi on Blender from my ambient - to look like real state presentation - and I want to convert this HDRi file into a format acceptable on Facebook and / or other media as they doesn't open HDRi's.
I don't even know what is the format of 360 (equirectangular, spherical actually) photos generated from cameras and phones, otherwise I could do my research on it :(
Any help is appreciated! Thanks!!


texts: In BGE, can you make an objects animation only play when that object is in motion?

texts:
How can I make an object's animation only play when that object is moving?
I do not need it to play on mouse press, only when's it's moving.


texts: Black noise around edges of an object in cycles render

texts:
I was just trying to bake a normal map for this mask model. The scene looks as follows:

With nothing unusual going on.
I try to test out the scene using cycles, but even without applying the normal map, I get this bizarre noise:

It looks like the sun light is throwing wrong shadows on the edges, as some of the splotches (though not all) go away when I turn off shadows. I'm thinking there is a problem with the settings for this mesh, though I can't find anything out of the ordinary.


texts: CPU temperature high when rendering with the GPU

texts:
I tested a cycles render in 2.8 and my cpu temps were really high like 90 degrees high.

I then tested a cycles render with my GPU instead of the CPU, although my GPU temps remained low the CPU temps got really hot again.

So if my settings are to render with the GPU why would my CPU be doing any work and still getting hot?

How can I isolate my renders to just the GPU, keep in mind I am setting the render settings to GPU render but my CPU still putting in work evidently.

Which doesn't make sense if i'm using the GPU for renders. NM i was about to add a screenshot and realized when i select GPU it becomes grayed out so evidently a AMD RX580 is not compatible with blender.

Do I need to do some additional setting up somewhere within blender? Also my drivers are all up to date, as for the cooling I need to purchase a after market cooler anyway, right now I'm just using the stock cooler that came with my Ryzen 5 2600 a  Wraith Stealth Cooler which does pretty well with everything else except cycles renders. I also have some Artic MX-2 thermal compound I been meaning to apply maybe that will help a little better over the pre-applied compound. But I've seen other posts where people mentioned cycles making CPU temps jump real high [with good coolers] so idk. I've included a pic to show you cycles grey's out when I select GPU render.


texts: How can I import a .c4d static model (Cinema 4d) on Blender? Is there any plugin could help me? I didn't notice anything on Internet.


texts: How do I make text wibbly wobbly with animation nodes?

texts:
Only, I wish to learn using Animation Nodes for future motion graphics. Any assistance is appreciated.
You can do your own way of wobbling the text. I am not too exact as to how do you do it or what font style you use. I am only just keen on learning nodes for wobbling text for future projects. Thanks in advance.


texts:
Imagine the following model was actually a rubber shell in real life. Like the shape of a rubber mask but for the whole body. What I would want to do to this real life model is cut with a scissor all the way down the spine and the inside of the thighs all the way down with a scissor, so that for example someone could put it on like a costume.

Rough demo of what I'm imagining. As you can see here the problem is that I can't get blender to peel back the back layers of the model elastically like it would in real life.

Any ideas of how to do this? Relatively new to 3d modeling.

Thanks!


texts: How can I go about creating articulated threads over a set of wheels

texts:
I have the following wheels:

How can I create threads that are articulate at two points like:
https://qph.fs.quoracdn.net/main-qimg-edac31b22e3365b0755773541d594c2f
.blend attached.
I've read about Bezier curves but that doesn't solve the articulation point between two adjacent plates.


texts: I have a question, if I model an object and I do the materials, the textures, the animations all that is possible is unimaginable on the version 2.82 of Blender, and that I want to copy / paste on the version 2.79 of Blender because I need an addon to export which is not available on version 2.8, will i have issues/error or something? sorry for my english.


texts: Animation attaching a string to a balloon

texts:
So I have two objects... a UV sphere and a rope that I modeled. All I want to do is have two different cloth physics (one for sphere, one for rope) and basically attach the sphere to the rope. The whole idea is to have the sphere raising up and dragging the rope with it.
Could someone kindly explain how I attach two objects with two different cloth physics please? I'm struggling a bit.
Thank you!


texts: How to activate the output of a dynamic paint canvas via python?

texts:
I have a bunch of objects that I have converted into a DP canvas. The thing is that I have to activate manually all the outputs for that objects. I have created a small script but it's not working:

import bpy
dynamic = bpy.context.selected_objects
bpy.ops.object.select_all(action='DESELECT')
for i in dynamic:
    i.select = True
    bpy.ops.dpaint.output_toggle(output='A')
    i.select = False

PD: Works with on single object selected. But don´t know why it faill with a broader selection


texts: Texture Painting - Brush only paints on half of face, sometimes paints on faces not facing viewport

texts: The problem can be seen in this photo.  It's driving me insane.  I've found a lot of people having similar issues, but nothing as solved not being able to paint on one half of the face:


texts: Can anyone help me rig a watch escapement?

texts:
I have this modeled already but I have no idea how I can properly rig for animation.

I am specifically looking rig and animate the flat spring underneath. I would love to figure out how to simulate but maybe that is a longshot. Thanks!


texts:
I would like to run 2 actions with a custom button. For example in edit mode I would like to run 1. Disolve edges and after that, 2. Disolve vertex.

Is there a way to create this custom button?

Thank you.


texts: how to set the position of the camera with respect to an object of the scene?

texts:
I'm new with blender. I want to set cameras at different positions in the scene with respect to an origin point. I don't know how to do the steps I think I should follow:

Set the origin at the point of interest taking into account that I want to position it at Z = 0 m, and on the line between a building and the floor (see the attached figure). I don't know how to exactly set this origin considering the restriction of the building and the floor. Buildings were imported from OSM.

Set camera position with respect to the new origin.

I hope you can help me.
Many thanks!

After the first answers I received, I tried the example offered by Chris and it did work but I still have doubts about how to position the camera. I show you the example of the monkey. Here I would like to position the camera at a distance of 10 m from the monkey at the beginning. Why is it not aligned with the x axis if the location is set (10, 0, 0)?
Thanks for your help!


texts: Blender video editing cut but use original encoding

texts: I want use Blender to cut out some scenes from a video and save in original encoding format. Cut only no rendering, no encoding. What I have to do ?


texts: Blender 2.91 Eevee Viewport Render different from Viewport View?

texts:
First off, let me say this is not a matter of viewport view being different from the final F12 camera render, but rather the difference I get between the viewport view and the render I get from "viewport render image".
Why am I not getting the viewport render image exactly the same as the one I have on my "combined" eevee viewport?


texts: How to show curve vertex tilt + radius value slider in custom toolshelf panel

texts:
Is it possible to generate a field in the a custom toolshelf panel that displays the curve vertex tilt value and make it editable like the tilt slider insider the transform tab in the properties panel?

I see that the operator is transform.tilt but I have no idea how to generate a UI value slider that displays the value and can edit it.

Is that even possible with Blender?

Curve vertex tilt transform command:

bpy.ops.transform.tilt(value=8.36929, mirror=False, proportional='DISABLED', proportional_edit_falloff='SPHERE', proportional_size=0.0323492)


texts: Interactive Python workflow for Blender beginner

texts:
I have need to do some 3D fluid piping simulations, and I am seriously considering Blender. I believe Blender is the right tool for the job, but I would like to confirm this before I dive in.

I want to skip the GUI tools as much as possible and instead use python to carry me initially (I want to avoid anything that needs the mouse). My goal is to set myself up for automation by building on Python right from the start. I am coming from AutoCAD, and I am hoping for a similar experience to AutoCAD command line with LISP (meaning, I don't have to touch the mouse if I don't want to).

Is Blender the right tool for what I want?
Should I consider alternatives like PyOgre (for a pure-python experience)?


texts: Vertioces treated differently after subdivide

texts:
I made this cube after which I subdivided the top layer with the Right Click-subdivide command. After that I again subdivided the front face, however I did it differently. This time I did not subdivide the whole selected surface, instead I selected only the left, right and bottom edges and subdivided those.
My problem is now I want to shrink the cube in the middle section. When I select the vertices however, the top ones are treated as surfaces except for the ones that are not highlighted. My guess is it's because I subdivided edges into vertices instead of surfaces into sub-surfaces. How can I fix this so that the front face and the unselected top subdivisions are treated like the other ones?


texts:
I have an object that is inside a game and I have its UV map inside the game and on my PC.

What I want is to take that UV map and make textures depending on it so when I upload this textures back to the game it fits, so can I use the UV map I have on my computer without the having the object on my computer (or having both the object and the UV map inside Blender) to make a whole new texture.

I know how to do it when I have unwrapped the object inside blender but what I missing here is how to do it without having an object only UV map to make a textured map out of it I also have the normal map and other maps but no need to blend them on my computer since I can blend them inside the game already.

I have a UV map without an object and I want to make a new textures depending on that UV map so the new textures fit right on the object how I can do that?

Can I create other maps out of a UV map? using the software tools and my imagination without having an object to do the changes on the bake to a map?

What I can and what I can't do? and if it can be made in other programs like maybe Photoshop if it can't be made inside Blender ?

PICS EDIT...

here that is what I have the UV map of an object but not the object itself because the object itself inside the game and can't be downloaded I can only download pics from the game

and that what I want to do I want to take that UV map and add texture to it like this

I think it can be made with paint if I want just paint but what I want to do is adding a real texture with dots maybe or something not just coloring one area

here is more pics

texture like this

not just colors like this

[![enter image description here][7]][7]


texts: Blender Video & Audio out of horribly sync and missing my cuts

texts:
My audio acts as though it was never cut. I found a place in the output file where it most certainly ran over my cut like there was nothing to indicate that it should have cut off. it's annoying since despite the erroneous output my audio's cut point is still in sync with the time code (roughly half way), it just keeps running as though I did nothing.

I have no idea what is going on with the video; It is out of sync and missing my cuts. It seems like the video is mostly the part before the halfway mark and then towards the end it decides to play catch-up and shows the last bit.

It is a little galling as I have done editing on previous videos and had no problems, but this video seems eager to stand out in a bad way.

It is unfortunately a very long video (03h, 42m, 34s - took 22 hours to render both times so far) so getting multiple tests out of the way is out of the question and makes this all the more frustrating.

On the off chance that it helps, here is the encoding info; which I have used for successful rendering of 3 previous videos of similar length. It may also be helpful to note that I used the same .blend file for all of these videos as well; deleting the old and loading new files to be edited.

Blender v2.79

Output - FFmpeg
Container - MPEG-4

Video codec - H.264 (30fps)

Output quality - Low
Encoding Speed - Fast

Audio codec - AAC (Bitrate - 192)

I'm going to test with smaller snippets of the video to see if there are any problems on a more micro level.


texts:
Im currently doing an animation.

One object in my scene has 1million polygons and highres textures.

Just synchronizing the object, during rendering  takes 30 sek.
So with 240 frames, each test-render of the entire animation, takes at least 2 hours.

Without the heavy poly-object it just takes 3 sek per frame.

Why does Blender need to synchronize the entire scene, for each frame of an aniamtion. And can't just do it once ?
Especially when certain objects don't move.

And is there a way to do this just once ?


texts: How do you link objects so that they use the same materials?

texts:
I was supposed to link duplicate objects but accidentally used the normal duplicate (shift+D) so changing the materials for all of them manually has become a pain. Does anyone know how to link objects that are already made so they share the same materials without joining the objects into a single one?

Thanks in advance,


texts: Switch to vertex, edge, face mode in edit mode via python

texts:
Is it possible to switch to vertex mode (and edge, face mode) via python. I know I can toggle between object mode and edit mode in python with

bpy.ops.object.editmode_toggle()

But how can I explicitly say I want to go in vertex mode?


texts: How can I add/subtract/multiply/divide properties in the Game Engine?

texts: I am creating a Random Math Engine using the BGE and I am wondering how I can do mathematical operations between two properties. Example: "Property 1 + Property 2" and then it would output the answer in text when you hit "A". But I don't know how to add/subtract/multiply/divide properties together.


texts:
I want an object to do something if another object collides with it, very similar to the "Collision"-logic-brick in the bge. Is there any way to use a similar method in another engine?
I am aware of a python command collision. Maybe it can integrated into a driver.


texts:
I'm fairly new at using blender but I've seen a lot of cool stuff and wanted to try it out for myself.
So I followed some tutorials, one of which is modelling the earth using textures.
After this I tried to model another planet with the same techniques. However, when rendering the scene, the textures are not fully rendered on my own created planet.
As you can see in the rendered image, there is a piece on the edge at where the light hits that is not being rendered.
Can anyone explain to me why this is?
I'm using blender 2.9 with the cycles render on CPU.


texts: How do I accurately make a 14 tooth gear in Blender?

texts:
I want to recreate this gear in Blender.

As you can see, there are 14 teeth on this gear.

Tracing the shape with vertices is not an option as it needs to be exact.
.


texts: So im trying to make a minecraft animation test with my world and i want really good lightning. The only problem is when i render in cycles none of my materials show up like they do in blender render.


texts: Child of constraint. Bow Suddenly rotates

texts:
I'm making an archer and connecting my left hand to the bow but every time I move the hand the bow suddenly rotates. I don't know if its the main bone which I've used for the Constraint

Child of Constraint creates strange glitch?
I've tried this guide transform and the inverse but still same result.


texts: How can I uniformly apply an image as a texture to an object?

texts: I'm trying to make an icosphere with a hexagonal pattern applied to it, but the image I'm using ends up getting completely warped and ripped along the faces. I don't know how to fix this, so please help.


texts:
When attempting to import an FBX file that is ASCII encoded, it produces an error "ASCII FBX files are not supported" requiring the files to be converted to hex before import.

The only solution I can find for this is to either get 3DS Max which has an FBX converter, or re-save the file in Visual Studio (which saves them in hex).

I don't have 3DS Max, I do have Visual Studio - but, I need to convert hundreds of FBX files which would take several hours to manually re-save them all through Visual Studio.

Is there any batch method?


texts: What is the difference between using emission and bloom effect?

texts:
I understand emission gives your objects a glow and if mapped, it can glow any color you want with any intensity you want.
Bloom seems to do the same thing to your base color except it's much easier.  You don't need to create an emission map, just turn the bloom on and you seem to get the same results.

The one with the Bloom is a little brighter.  I don't understand is this a stacked glow effect?  Emission is already suppose to glow, but Bloom gives it even more glow.  So I guess when you're making the Sun, you should have both on max?
Also is there a point in having a base color if you're using Emission?


texts:
I have two render layers.

I am trying to layer one over the other so it creates an inverted effect through the computer monitor.

If you haven't noticed already, my current problem is that the black silhouettes of the character outside of the monitor in the latter render layer cover up the freestyle lines of the characters in the former layer.

Here is my current node setup:

The problem is this node in particular:

The Multiply node only replaces any pixels found in the black area of the alpha mask with more black pixels. I want my nodes to erase all pixels found in the black area of my alpha mask instead.

I will have to use something other than the Multiply node since it currently looks impossible to customize it so it does what I want it to do.

What nodes can I use instead of a Multiply to fix my issue?

EDIT: Here's the .blend:


texts: Mesh gets deformed when an array of spheres deformed along a curve :(

texts:
So I took some edges from another model that I want to turn into a curve for spheres to follow. I did this by duplicating the edges, seperating them into a seperate object and then using the alt + c to convert to a curve.

As you can see, there are quite a lot of points on the curve in edit mode, not sure if this contributes to the weird deformed meshes I get, if so is it just a case of decimating?

So when I add a curve modifier (after using an array to make lots of spheres) I get this result, you can see the spheres get deformed round the tight bend of the dips in the curve, elsewhere they are fine.
Can anyone point me in the right direction to a solution!

Thanks in advance!


texts: blender 2.9 curve handles not visible until selected

texts:
In previous versions once you go to curve edit mode you see all curve control points handles. But in 2.9 it's only dots. To see handles you must select control point first
This is not ok if I want to move two side handles of different control points at the same time (for example I want to select and move only top handles of two points on screenshot). Is there a way to get it back?


texts: Is there a difference in image quality by rendering on different computers?

texts:
I have two computers. My new one is pretty solid, but it still takes 8 hours to render 3 seconds at 24 fps. I wouldn't mind it but i have other things i want to use that computer for in the meantime.

If i were to transfer the project to my old computer could i let it render non stop (for like a week)? Would it look any worse? I know it would take longer, but i don't really mind as long i can use my new computer without a major handicap.

I don't have the old one on me at the moment but from what i can remember it has

6gb of ram

core i3

nvidia gt 650m

EDIT: it's in cycles


texts: I thought this would be simple and straight forward to do: I would like to be able to keyframe all for all available / selected Shapekeys, in a way that I can run the playback and Blender will simply automatically record and keyframe the shapekeys on every frame.


texts:
In some simple cases such using the default Monkey as the object to project, the resulting cut looks nothing like the monkey. Note the selected cube only has only been cut around the monkey's eyes, not the entire object.

Trying with other primitives results in this error

  No Other selected objects found to use for projection

I know that I have both objects selected.


texts: How to make "Scorzo" perspective with Blender Camera?

texts:
I was wondering if it's possible (i guess it is), to make something like this:

Or like this...

So, how can i do this with the Blender camera?


texts: Is transient rendering, as described below, possible with Cycles?

texts:
By transient rendering I mean to render a series of images, each of specific ray length from the camera (counting also multiple bounces into the total length). Would it be possible with Cycles?

For example,
Below is a normal rendering.

This is its transient rendering


texts: Mesh Deform modifier in 2.83 not behaving (This is a tricky one, might be a bug)

texts:
I have a problem with the Deform Mesh modifier in Blender 2.83 (which I suspect may be a bug).

I created two simple rigs in exactly the same way to demonstrate this, one in 2.79 and one in 2.83.

In 2.79 the rig works perfectly.

The tank tracks follow the Curve modifier nicely.

I can deform these moving tank tracks and it also works perfectly.

If I follow the same steps in Blender 2.83 using the same modifiers, same process, I can get the tracks to turn just fine...

...but when I use the Deform Mesh modifier I get this:

You'll notice that the tread pieces that are vertex parented spasm on rotation.

But this only happens when it's animated.  In the same file, (the same file!) if I move the Mesh Deform controller and then MANUALLY rotate the tracks I get this instead:

Personally, I think it's a bug, but I'm open to get community answers before I report it as such.  I'm also very open to it being human error as well.

Let me know what you guys + girls think?

A link to BOTH files (from the images) is here:
https://drive.google.com/open?id=1sD9AIzSouclUJgGaLjXn5VcVuzf7GI8u

Contains:

  TankTracks - deformation 2-79.blend

  TankTracks - deformation 2-83.blend


texts: Light reflects in Glass Object: Different result after rendered

texts:
I have made light bulb. However Cycles render result came different from what I see on Viewport Shading.
Could you advise how I can make rendered image as same as Viewport Shading?
I set emission on filament, and bulb glass part are set as Object properties > Ray Visibility > Shadow off.
Thanks.
First pic: Viewport shading
Second pic: Rendered


texts:
I have a line that connects two objects. I would like that when one of those objects moves, the points on the line follows the objects, so the line always connects both objects.

How could I achieve that?


texts: Composite Render Differs From Rendering All Layers

texts:
When combining the 'background' and 'tower' Render layers via the  Compositor, the background layer does no merge correctly as it does when I render the Render layer with all layers (see pic below).

There appears to be a scaling issue as well that I am unable to resolve.Node set up in the compositor is
RL BACKGROUND (bg) and RL TOWER (fg) to an Alpha Over Node. All render layers are marked Transparent.
Thank you.
ZAU


texts:
Creating a cabinet. I have created a cabinet and array. I want to separate the door with array. As show below. When i select the door and hit separate the door loose the alignment. I have to adjust manually to fix the door. Any way to fix the door with array align after separating. Thanks
Gif


texts:
So, I've got the renderman engine from GitHub and, when I install it and enable it (as an add-on), it doesn't show up with the render engines. Why? (The add-on said it required a 2.8 blender update so the add-on is 2.8 ready)
Also, I'm trying it in blender 2.81 and blender 2.82a


texts:
Can an addon insert a new icon for every object, collection, etc, to the Outliner editor? If so, what is the required python code?
I also want to bind this to a custom property.
Edit: To extend... I would like for the addon to manage a state property for the object and visualize that state in the scene tree that Blender presents.  In the same way that the "eye" icon is used to hide/show objects. But for my use-case, to define what object should be exported outside Blender.


texts:
Is there a way or add-on that allow for UV packing without re-scaling the islands? like 'Pack together' in 3ds Max.

Thanks in advance.


texts: Material is stretching when using Edge Loop

texts:
I am creating a character for didatic reason, and when I started to work with the material, it was stretched between where I had edge loop.

The issue is easily reproduced using a cylinder, with a default Principled BSDF shader, where Mettalic is set to 1 and  Roughness is set to 0(the issue happens with any values between, but it is very notible with these values set this way).

Some important points:
The top and the bottom of the cylinder are not distorted
The UV mapping has not been streched
If I dissolve the upper edge loop(the one highlighted in the image for example) the stretching stars in the next one below.
The circles formed by the edge loop have the same radius
It seems to be a problem that I have in EEVEE and Cycles.
I can notice that an edge loop alone already cause some distortion on the reflection.

Is it possible to have edge loops without causing these distortions?

Solution:
What happens I had misleading expectations, the above reflection is not real, but the result checking the "Auto Smooth" option made it much more realistic.


texts: tranform the origin/pivot point of multiple objects

texts:
So, first off, I'm a software dev who probably shouldn't be messing with blender, so be gentle.

I've got a complex 3d model here, with about 25 discrete components (a spaceship). I've realized that I need the pivot point to be somewhere in the cockpit, so I can rotate the ship in 3d space without the camera flying out of the side of the ship. (Currently the pivot is around a point in front and below the model).

So, I tried the trick of setting only origins to transform, and then using the gizmo to move the origins. Problem is, it only works if there's a single component selected, I can't mass move the origins to where I need them (I have no idea which origin unity picks up). And moving the origin of the container object doesn't work either.

How can I set the origins for this model?


texts: Is there a way to detect amount of light affecting some surface and use this value in a driver?


texts: How do you place a cut at a specific measurement?

texts: I am learning Blender and come across this instance often yet still can't figure out how to solve it. If I have a wall and I want to cut a hole out using boolean difference, how do I place the object to do the cutting at a specific measurement from the edge of the wall? Say for example, .880m from the edge. (I have my units set to metric)


texts:
So is importing .obj in 2.78 via script broken, or am I not doing it right? It's crashing on import in my script when I try and reference the object at all.

import bpy
file_loc = 'C:\\Users\\MyComp\\Documents\\3Dobjects\\obj\\humans\\human_figure_JOINED.obj'
imported_object = bpy.ops.import_scene.obj(filepath=file_loc)
obj_object = bpy.context.object
#print('Imported name', imported_object.name)
print('Imported name: ', obj_object.name)

Running this with the first print statement yields this:

AttributeError: 'set' object has no attribute 'name'

If I let it run as shown, the second print gives me an object "Point.001" which is I think the last created object, so the active one?

I have tried to link the imported object to the scene by adding the following code, but this doesn't seem to work:

scn = bpy.context.scene
scn.objects.link(imported_object)

This gives me an error:

TypeError: SceneObjects.link(): error with argument 1, "object" -  Function.object expected a Object type, not set

Appears to me to be something wrong with the import.  If I import via the UI (File..Import...Wavefront(.obj) everything seems ok, as in it imports and can be manipulated.

Any ideas?

I would select it referencing the name but I can't even get the name because the reference getting it from "imported object" fails.


texts: How to add edge loops to a circle (triangle fan)

texts:
If I have triangle fan that makes a circle, for example what you get when you Add->Circle, with fill type Triangle Fan, and I want to add more edge loops radially, what's the best way to do that?

I can sort of do this if I extrude the outer edge, then scale down the 'old' outer edge. Once I do this I can do loop cut like normal between the two but this modifies the original edge. I'd like to figure out a way to do this that doesn't touch the outer edges.


texts: So basically what im asking, is if it is possible to create an array with multiple objects (like a particle system). Because I think it would be useful for say... a boardwalk, where you would want some of the planks to have hole in them or cracks, but dont want to manually place/edit the planks of wood.


texts:
Using 2.92, trying to work on outdated tutorials and struggling. I have my subdivisions set at 1052 so there’s no reason for the fire and smoke to be blurry, but it still is. There’s no colour mapping tool as used in some tutorials and I just can’t figure out how to give my fire and smoke more definition and detail.
Please, please help. I’m going crazy.


texts: How to render alpha channel and depth map quickly without having to re-render the whole animation?

texts:
So I've finally managed to complete my first animation, it's an animated version of a scene build I created and I decided to outsource it to a render farm for completion. Now that I've got it, I've realized that its extremely noisy and the video has no depth or alpha output in the compositing tab probably because I outsourced it. Now my question is, if I've got the .blend file from which the animation was rendered, is there a way to reproduce an alpha and depth map quickly without having to re-render the whole animation? Or even still, what if I render a still image (the animation contains only very slight movement, like an animated wallpaper) and took its depth and alpha outputs and apply them to the depth and alpha of the denoiser.

Edit: Just to clarify, I have tried to denoise without the use of a depth and alpha information but the results are poor. Most of the image does not move at all, its only a few centered object that float up and down.


texts:
Just putting this out there in case anyone has any ideas.

I have an older Wacom Intous2 and it still works great. I'm on Windows7. On Blender 2.71 and earlier, my wacom tablet always worked perfectly, and I used it all the time for sculpting and texture painting. It worked fine in every part of Blender, though.

After 2.71, My wacom no longer works. At least, not entirely. I can grab objects and move them with it, I can position the 3d cursor, but I can't orbit and zoom in the viewport. I'm currently using Blender 2.73a build from Feb 4.

I still keep 2.71 around for sculpting and painting, and it still works fine in there. So I don't think it's the wacom drivers or any changes in Windows. My wacom's behavior hasn't changed in any other program, only Blender, and only on versions after 2.71.

Any ideas on what I can do to bring back full functionality?


texts: Particle system not linking particles at the object origin

texts: I'm attempting to make a cherry tree in blender, but the particle system displays all of the cherry blossoms inside the branch despite their object origin being on the very tip of the stem. How do I get the particle system to start rendering it from the stem instead of the middle of the flower?


texts: With multiple objects selected, how can I tell which keyframes in the timeline relate to which object?

texts:
If I have everything selected and can see all my keyframes in timeline, how do I easily identify which keyframe relates to which 3D object?

I often have a "what the heck does that keyframe do to what object?" moment once I've got a good few on the timeline.


texts: Does Blender have an asset library plugin?

texts: Is there an addon or plugin to have a visual asset library to drag and drop onto the 3D view area other than the file open/browsing dialog?


texts:
I know how to set the center to the 3D Cursor in Object Mode with Ctrl+Shift+Alt+C, but when I go into Edit Mode and select all, the center is in a different place and therefore it rotates around the wrong point.

How do I change the Pivot Point in Edit Mode to be the same as in Object Mode?

Thanks


texts: How can I get shader node values from one material to another?

texts:
I have a material that generates a height map and applies it to the displacement.
Now I want to make another object, with another material, but I want to use that height data from the first object, in this objects material shader. Is that possible?


texts:
can't seem to make this one work. File link:
https://drive.google.com/open?id=1_TpBTRuHY6-w6mH_UPhAcQOg5tArTFnC

I have no idea why.
Please can you help?
Thanks
NewToBlenderGirl


texts: If I use blender as a world builder for an external game engine with GLTF2.0 as an exchange media I suppose I need to find a way to put lots of interactive elements to my worlds such as switches, turnable lights, openable doors and so on. What is the most convenient method to do so? I suspect, I have to make collection of stock elements with animations. After that, when editing a level, I have to put some special non-visual elements on my level with lots of parameters. Then, I have to alter GLTF2.0 exporting script to translate these non visual items to GLTF2.0 extension items. Later on, level loading routine in my game engine should replace these extensions with corresponding stock objects such as doors, switches and so on. Is my vision correct or am I reinventing the wheel or something?


texts:
Mirror modifier creates an object inside another.
I need a Mirror modifier to correctly create mirrored object.
How to fix this?
This screenshot shows my problem. Mirrored ear piece spawns in original object.

I need ear piece to be mirrored is the same place but on the other side.


texts: 2.79 How do I fix the UV image editor displaying colors improperly?

texts:
Either when drawing on the UV image or the model this problem occurs.

BTW I didn't draw the square just the pink.

It doesn't always happen so when it does it is baffling. So if I make a new file for an example it may work properly other times it won't.

All new added paint shows up darker, the surrounding of the new paint is the wrong color also, it goes darker shown as the darker square. The wrong image color is only a bad display of the image editor, saving the image and opening it on a image editor displays the colors properly shown on the right side of the image.

How do I fix this problem?


texts:
I am attempting to bake textures into a fairly large UV map with cycles for an object that is meant to be placed in a video game. However, when I attempt to bake the textures, only specific areas of the mesh are baked, while other areas are left blank.

Is there a reason to this, and is there a way to fix it?

I run windows 7 64 bit with Blender 2.72 64 bit

The textures here that actually do bake are "belt_buckle" "buckle_latch" "belt" and pieces of "Pouch"

here is an example of one of the nodes that do bake.

EDIT

This is the blend file with all textures and normal maps involved. The textures are messy because I wanted to get them outlined quick and dirty to get to the neater bake sooner.

https://www.dropbox.com/s/nht3ftwwnmiy14n/bow%20and%20quiver42testing.blend?dl=0


texts: Compatibility of GCN1 AMD RADEON 8790m graphic card with blender

texts: I have just bought Dell e6540 with AMD Radeon 8790M graphic card. Is there any way to render on GCN 1 GPU on blender.


texts: Change scale of objects in array without affecting distance

texts:
How do you change the scale of objects without changing their relative positions?

In a related question, objects are scaled relative to an Empty that is used as the Object Offset for an array. This also affects the relative spacing between the objects:

I'd like to accomplish a similar feat (scale an array of objects), but without changing their relative position. For example, in the following image, the objects are lined up in the desired locations, but changing the Empty's scale causes the objects (in the array) to shift:

Without using particles, how would you scale the objects of an array but keep the spacing between each object a constant?

I tried using a lattice and a simple deform, but both deformed the shape, rather than a simple scale. It might be possible to use a lattice with a number of hand-made subdivisions, but I'd really like for the scale to be easily tweaked and proportional.

Note: This is to render a single image, not a movie.


texts: How to create a collection of (thousand of) spheres with each sphere at a specific set of xyz coordinate?

texts:
I have a xyz file containing coordinates of spheres. My goal is to draw something like Figure 2.2 in this link: http://www.fgarciasanchez.es/thesisrocio/node21.html

On this forum I found a script that it can be used for that (Object made of large number of spheres). See below.

What I want to do now is to modify the code in order to:

remove any material (i prefer to assign the material manually)
replace the "data" matrix with an external file which contains only the xyz coordinates and no info about the material and the radius of the sphere (since they will all be the same). The file can be either a .txt, .csv or .xyz. It will contain 3 columns (x, y, z coordinates) and each row represent a sphere.

Is there an easy way to do so? Thanks!

  Blockquote

import bpy
import bmesh
import mathutils

# create the materials used
# simple BI materials used
MatAu = bpy.data.materials.new('Mat.Au')
MatAu.diffuse_color = (0.8,0.7,0.2,1.0)
MatC  = bpy.data.materials.new('Mat.C')
MatC.diffuse_color = (0.1,0.1,0.1,1.0)
MatH  = bpy.data.materials.new('Mat.H')
MatH.diffuse_color = (0.8,0.7,0.2,1.0)

# create an empty mesh object and add it to the scene
sphereMesh = bpy.data.meshes.new('AllSpheres')
sphereObj  = bpy.data.objects.new('AllSpheres', sphereMesh)
bpy.context.collection.objects.link(sphereObj)
bpy.context.view_layer.objects.active = sphereObj

# create slots for each material then add each material to the object
while len(sphereObj.material_slots) < 3:
    bpy.ops.object.material_slot_add()
sphereObj.material_slots[0].material = MatAu
sphereObj.material_slots[1].material = MatC
sphereObj.material_slots[2].material = MatH

# test data to be swapped for data in file
# type, location, scale
data = [('C', (1.0, 1.0, 1.0), 0.2),
        ('H', (2.0, 2.0, 2.0), 0.4),
        ('Au',(3.0, 3.0, 3.0), 0.8),
        ('C', (4.0, 4.0, 4.0), 1.2),
        ('H', (5.0, 5.0, 5.0), 0.2),
        ('Au',(6.0, 6.0, 6.0), 0.8),
        ('C', (7.0, 7.0, 7.0), 0.4),
        ('H', (8.0, 8.0, 8.0), 0.8),
        ('Au',(9.0, 9.0, 9.0), 1.2),
]

bm = bmesh.new()
for i in data:
    locMatrix = mathutils.Matrix.Translation(i[1])
    scaleMatrix = mathutils.Matrix.Scale(i[2], 4)
    mesh = bmesh.ops.create_uvsphere(bm, u_segments=8, v_segments=8,
                    diameter=1.0, matrix=locMatrix @ scaleMatrix)
    for v in mesh['verts']:
        for f in v.link_faces:
            if i[0] == 'Au':
                f.material_index = 0 # material_index matches material_slots[x]
            elif i[0] == 'C':
                f.material_index = 1
            elif i[0] == 'H':
                f.material_index = 2

bm.to_mesh(sphereMesh)
bm.free()


texts: Blender Eevee render not working properly for me

texts: The Eevee render mode has not been working properly for me. The objects just become transparent and have a gray thing in it (look at the picture). Also, when i render it, the object is just a transparent texture. When i go into Cycles, everything looks alright, no problem. My pc specs are: i7 5500u and AMD Radeon r9 m375. Can anyone help me?


texts: Blender doesn't run my script unless blender crashes?

texts:
I have the most unusual and frustrating issue at the moment. I've got a script, but I just can't get it to run. I've tried live edit, not live edit, using the run script button with and without the register check box. I've even tried starting a new blend file and importing everything as a proper add-on. None of them work.

BUT, if for what ever reason, blender crashes, (which it is doing quite a lot at the moment... (I'm running the macOS Sierra beta which I probably shouldn't have done), then the script updates, and runs perfectly. It's just so impossible to use right now.


texts:
I want to apply colors on the spherical curve (shown below):

But I want it to be colored as below:

I am so tired of finding the solutions on you tube but did not find the way to do it.


texts: Shadow Catcher makes transparent the object that should make the shadow on the ground

texts:
I'm trying to make a little animation,with Jesus Christ that's pierced on the rib by Longino. I got the characters from Blend Swap (a special thanks go for the creators) and I rigged them. Now I would like that the roman soldier and the cross make the correct shadows on the ground. So I started with the cross. I found this tutorial and I tried to follow. As you can see from the pictures attached below,the cross shouldn't be transparent.

I also attach the blender file.


texts:
I am following along with a tutorial to rig a cartoon humanoid.

I got to the point where he attaches the rig using "parent with automatic weights", and in the tutorial there are very few major problems. When I attempted it, however, the leg bones (labeled Thigh_R, Thigh_L, Calf_R, and Calf_L) get attached to the wrong leg.

I tried to fix it by manually weight painting it, but that heavily deformed the mesh. I was wondering if there was a (preferably simple) way to fix this problem.
http://www.pasteall.org/blend/42247


texts: Movie Distortion Node in compositor does not respect optical shift values from Movie-Clip-Editor?

texts:
I am stuck in quite a situation.
I had to track a footage shot with a fisheye lens @ 8mm ( 8-15 f/4 canon fisheye ) attached to a red-epic camera.
The footage also has its optical centre shifted quite a bit in Y and slightly in X. This with the amount of distortion on the footage made me think that the footage would be untrackable.

It is a shot of a helicopter flyover a landscape for a ride film.
There is no lens chart shot for this.

However to my surprise, blender solved the camera nicely. It also calculated the focal, distortion( polynomial with k1 and k2 ), optical centre values (movie clip > properties bar > camera Panel> ).

blender gave a descent solve with the 3d locators almost sticking.
The undistorted footage looks correct when I generate the undistorted proxies. The locators stick to this undistorted footage.
However, when I used the movie distortion node in the compositor set to undistort, the distortion comes out different compared to undistorted proxy that blender generated. I think that it is not considering the shift in the optical centre?

How Can I solve this issue?
I tried to use the translate as well as transform nodes before attaching the movie clip to distort node in the compositor, but got no luck.

Unfortunately I cannot share the screenshot images as I am in office and NDAs.

Here are the camera values in MovieClipEditor.
Footage size : 4752x3160 , 1360 frames
Camera Sensor Width : 30.00
Optical centre : x = 2401.30, y = 2241.951
Focal length : 14.35
Distortion values : k1 = -.231, k2 = .029, k3 = 0.0
Solve error = 9.33 ( Believe me, it good for the footage. I plan to refine it further. )

3d View camera values :
under camera > lens > shift X = -.005, shift Y = -.139
focal : 14.35

Thank you for reading this long post and any help/ advice.


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texts: How to switch rendering engine via python script

texts: I managed to compile Blender as a Python import module. When I do bpy.ops.render.render(write_still=True) it renders with cycles. How can I render by using Blender internal renderer instead?


texts:
I'm very new to Blender as this is the first time I am working with it. I'm following the following instructions to create a simple coffee cup: https://www.youtube.com/watch?v=y__uzGKmxt8. However I got the problem when I wanted to scale the cup like the guy in the video did at 5:05. I got this:

How can I fix this?


texts:
Seeking advice with anyone experienced with these apps and which workflow to choose.
which PBR Metal or Specular workflow does Blender use?
pipeline will be Quixel + blender + Unity PBR Metal or Specular workflow


texts: Blender - Some of the bones in armature moving mesh

texts: Ok, so the guy I made was working fine until I think I touched something or so. One half of the rig is moving just fine with the mesh, but the other half (The half I duplicated and scaled -1 on the x-axis to get it on the other side) is not moving the mesh with it. I did select the mesh then the armature and CTRL-P with automatic weights, but still something went wrong. The foot on the same side is also being affected by the foot on the first side. Does anyone see a mistake I could have done? .blend file


texts: Face dissapeared after adding a new color to it

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I recently downloaded the latest version of Blender because I wanted to create assets for my game in Unity. After doing some tutorials for making a simple sword I wanted to paint it, but when I set a colored material on let's say the handel the faces I place it on dissapears. In the pictures I attached the same happens with the standard cube in the beginning. I still can select the faces but they just look transparant. Can someone help me out here? I already tryed Flipping the face and changing the alpha but nothing happened.

First with normal material

Now with a material that I colored


texts: How to "stick" an object to another such that it follows during animation

texts:
I am trying to animate a swimming robot. It looks like this
I can easily calculate the centers of the spheres during one swimming strokes and set the keyframes accordingly. Now, is there a way to "stick" the jacks to its two corresponding spheres such that it deforms during the animation? The idea is that the spheres always stay connected. In reality, the arms would elongate and retract. More precisely, the spheres move along the axis defined by the jack around some initial length, while the whole structure translates and rotates.


texts: Information about blender and its computer

texts: how r u, please can you me that which computer is best for Blender 2.8 for best result and which computer you use, What is specification of your computer, waiting for reply, thanks


texts: Possible to convert tangent-space normal map to object-space normal map, given obj + png?

texts:
I have a 3d model as a .obj (with uv coordinates) and a tangent-space normal map as a .png.

Is it possible in Blender (using just this information as input) to write out a object-space normal as a .png?

Here's an example.

Given this 3d model of a head as an .obj and this tangent space/local/relative normal map:

I'd like to be able to bake out a object-space/global/world normal map like this:


texts: Is there a way to manipulate objects as group in Blender 2.8?

texts: I grouped objects in Collection. But I can't find a way to select collection as 'one object' and let's say center it.


texts: How to redefine x,y,z orientation of a model?

texts:
I need to reset my model's x,y,z orientation.  The back of it needs to be aligned with the z axis so I can use the edge-fade method described here:

How do you fade the edges of a model?

Right now the model's orientation seems to be at an odd angle.  Thank you for help!

EDIT: Problem solved.

Set normal orientation of origin

This answers the question.  I am leaving my question here in case anyone else does not know to look for "normal orientation"!


texts:
I'm following a tutorial step by step and I really don't understand why is the circle I get by extruding flattened along Z axis.

What I'm trying to do:

What I get:

Any advice please?


texts: How do I import a .max file and it's associated materials and textures into Blender?

texts:
This model is from Mortal Kombat X and it was downloaded from the website below...

http://p3dm.ru/files/5595_tournament-reptile_.html

After downloading all of the files, I see lots of ones that I don't know how to work with properly. I am completely new to Blender.

I really need help with all of these files: FBX, .max,.mtl,.obj,.tga,. But I don't know how to set them up and put all of Reptile's textures on him exactly how the image displays.

Additionally, I'm also planning on taking this model and export it to Gmod and play as him.

Again, I really do need help with these files.


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texts:
I have set up some fire in my scene, using a domain with a custom material, an object whose flow is set to 0, etc. Basically, when rendering in the view port it works fine. But when I click the "animate" button to make my image sequence, no fire shows up.

It's not very convenient for me to upload my .blend file, so I would just like a list of the possible solutions.

I'm using the newest version of blender as of this post (I believe it's 2.74a).

Here is my node setup:

SOLUTION

As per the comment below, the Transparent setting in the film tab of the render settings was the problem.