texts:
I've just started with Blender, following Blender Guru's beginner tutorial lesson 1.
I can get the monkey mesh and the smoke box but when I click "play" nothing happens. The monkey won't burn either.
I've tried selecting the monkey and not the smoke, the smoke and not the monkey, both of them and neither. None of it makes a difference.
Blender version 2.82.7
How can I get Blender to do what it ought to?


texts: Rendering to multichannel .exr has empty rgb layer

texts:
When I render to a mulitchannel .exr file and open it in Nuke, the rgb layer is always empty (black).

Instead, the information for the beauty pass is found in a seperate layer called "combined". Why is Blender not putting the result of the combined pass into the rgb layer of the .exr file?

Can I somehow re-route that?


texts: I can only see vertex colors in Vertex Paint mode - otherwise gray

texts:
I'm using Blender 2.81 beta. I imported a large glTF model which has only vertex colors. (I can see them in other glTF apps like the web viewers.) After the import completes (it takes a while, 7M verts, 14.7M faces, 182 objects) it's all gray. No vertex colors visible -- neither in the viewport, nor EEVEE, nor Cycles.

However, if I select one sub-object and go into Vertex Paint mode, the vertex colors show up on the active object! (If I select more than one, only the active one gets its colors.) So I know they're in there -- they just don't show up. And I can vertex-paint them out. But they just never show up in the render.

Do I need to do something to get vertex colors to show up?


texts: I am trying to wrap this brick texture evenly around this controller 3d model, I can get it evenly around some parts but the handles are causing me problems.


texts: How to delay liquid->geometry in fluid simulation?

texts:
i want to simulate a waterdrop hitting a settled water surface using the fluid simulation in blender 2.82. For that i fill a bowl with water the first x frames and let it settle a while. Then after that, a mesh with a water drop shape should “emit” the water. For that i set it to

Type: flow
Flow type: liquid
Flow behaviour: geometry

I think this would work fine, but i don’t see any option to delay the water drop so that it just starts after a while and not at the beginning of the simulation (when the bowl still gets filled).
The inflow type has an option “use inflow” whlch can be keyframed, but the geometry type unfortunately does not.

Any options here?


texts: Why can't I move this face without it extruding?

texts:
I don't know how else to explain it. I just want to move the face back, pulling the existing faces next to it back a little bit with it. Instead, it creates new faces like I'm extruding, even though I'm not. How can I make it only move, not make the new faces?

Here's a gif of what's happening:


texts:
I'm trying to track a video which is an all floor video.
My camera barely moves.

When I try to do this I never get the result I need. Sometimes my camera in blender even goes upside down. Is there any easy way to do this or any tips?


texts: How to remove UV information from an object

texts:
I'm having an issue importing models in to Unity.

When I started modelling I was using UV unwrap to texture the objects.
After a bit of testing I decided to rather use flat materials.

Below you can see the issue. any object that was previously unwrapped keeps this Unwrap info. I cleared the seams, reset UVs and removed the texture from the object.
But still, models such as this rock keep the UV info and remain attached to the original texture material every time I try import to Unity.
The material rock_01 in blender, seems to import but is renamed in Unity to New Material.

Compare to the trees, which were made later and never unwrapped, they work fine.
Where is this UV information being stored and how can I get rid of it?

Many thanks.


texts:
I got this file with 160 frames, but it's taking 3 hours to render each frame so the whole animation will be 2 weeks of rendering. I brought the samples down to the absolute minimum I could (64) and activated de-noise, then I also found 128x128 to be the optimal tile size. Is there anything I am missing?

The time estimate is from an 18-core machine with 4.4 Ghz per core. CPUs are all pegged at 100%, memory is 50% utilized, and Disks are sitting at near 0%, so I appear to be CPU bound. Selecting GPU Compute doesn't use the GPU, apparently because Blender is deciding it doesn't have enough bandwidth/memory.

Here's the file, there is also a folder with dependencies required to render:
https://github.com/01binary/daap-logo

The file is for a VR project, so it's rendering 6400x3200 stereo equirectangular, each frame 6400x6400.

Thank you!


texts:
I am a total beginner to Blender.

I want the checkered brick texture to be on all sides of the cube. How can I do this?

I have tried adding a texture coordinate with UV output connected to the brick texture's input vector.

Here is the rendered output and node setup:


texts: How to keep clean corners after giving bevel to a curve

texts: I need to give the corners of an object a nice shape so I extruded it's top edges and splitted them into a new object, then I turn it to a curve so I have the shape in the picture. After that, I gave the curve a bevel but there were depressions on the corners, is there a way to get rid of them without turning it into a mesh and cleaning it manually? I want it to be straight like I draw with the read lines. Thanks.


texts: Best way to unwrap angle without stretching?

texts:
I guess I'm doing something worng, which others ways it may be unwrapped?

if I dont add this seams it would be very streaked, if I do than my UV overlaps.


texts: 2 questions: 1 - what is wrong with the tip of my mesh? 2 - Why does the bevel modifier have 2 different effects?

texts:
About the first(I have mirror, bevel and subdivide on it)

About the second(same as the first one, just bevel doesn't work the same for 2 meshes and I want them both to look like the left blade)

EDIT: here's the file -


texts:
I would like to know how to make two or more keyshapes animate/run in the BGE? For example, I have a face and want to move the left or right eyebrow, or both, by calling the two keyshapes animations or running pre-made animations in the shape key editor.
If possible please show me how to do this in a python module.
I tried to juggle with setting priorities, but that seemed a little cumbersome as you then have to put in delays to wait for animations to finish playing and it gets complicated...
Thanks!


texts: Bump Maps and how to get more details in them

texts:
I've been trying to give this particular artwork an embossed look with details, but I'm falling short. This is what I have:

I have been placing the image on a plane as a bump map, but not getting the desired effect.

The image in green is what I'm looking for:

Does anyone have any ideas?


texts: Transparent object with png texture renders grey

texts:
my object with a transparent material and a png texture with alpha channel renders grey instead of transparent.

My setup looks like this (see pictures below)
I baked a shadow map and saved the images as an 8-bit RGBA png file to use it as a shadow-map behind my object.

This is my material setup,
the final render, where the darker grey plane should not be visible, only the shadow
And I already tried to disable shadow rendering for that object.
The last image shows, how it should look like

What do I miss here?


texts: getting error : location: :-1 when exporting to fbx more then 1 mesh

texts:
when i try to export more than 1 mesh ( in my case 4) to fbx file I'm getting this error :
I0905 01:04:14.248471  1848 blender_python.cpp:191] Debug flags initialized to:
CPU flags:
  AVX2       : True
  AVX        : True
  SSE4.1     : True
  SSE3       : True
  SSE2       : True
  BVH layout : BVH8
  Split      : False
CUDA flags:
  Adaptive Compile : False
OptiX flags:
  CUDA streams : 1
OpenCL flags:
  Device type    : ALL
  Debug          : False
  Memory limit   : 0
I0905 01:04:14.427433  1848 device_opencl.cpp:48] CLEW initialization succeeded.
OpenCL error: CL_INVALID_VALUE in __clewGetPlatformInfo(platform_id, 0x0904, sizeof(data), &data, NULL) (C:\b\buildbot-worker-windows\windows_lts_283\blender.git\intern\cycles\device\device_opencl.cpp:189)
OpenCL error: CL_INVALID_VALUE in __clewGetDeviceInfo(device_id, 0x1030, sizeof(data), &data, NULL) (C:\b\buildbot-worker-windows\windows_lts_283\blender.git\intern\cycles\device\device_opencl.cpp:210)
I0905 01:04:14.619534  1848 device_cuda.cpp:56] CUEW initialization failed: Error opening the library
Switching to fully guarded memory allocator.
Blender 2.83.5
Build: 2020-08-19 04:10:17 Windows Release
argv[0] = C:\Dev\my\blender\blender-2.83.5-windows64\\blender
argv[1] = --debug
argv[2] = --debug-cycles
argv[3] = --python-expr
argv[4] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\Users\xxx~1.YAN\AppData\Local\Temp\blender\debug_logs\blender_system_info.txt')
Read prefs: C:\Users\xxx\AppData\Roaming\Blender Foundation\Blender\2.83\config\userpref.blend
read file C:\Users\xxx\AppData\Roaming\Blender Foundation\Blender\2.83\config\startup.blend
  Version 283 sub 19 date 2020-08-19 06:07 hash c2b144df395f
found bundled python: C:\Dev\my\blender\blender-2.83.5-windows64\2.83\python
Read blend: C:\Dev\my\blender\projects\car_game\cars_road_test_finall_export1.blend
read file C:\Dev\my\blender\projects\car_game\cars_road_test_finall_export1.blend
  Version 283 sub 19 date 2020-08-19 06:07 hash c2b144df395f
Traceback (most recent call last):
  File "C:\Dev\my\blender\blender-2.83.5-windows64\2.83\scripts\addons\io_scene_fbx\__init__.py", line 634, in execute
    return export_fbx_bin.save(self, context, **keywords)
  File "C:\Dev\my\blender\blender-2.83.5-windows64\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3198, in save
    ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)
  File "C:\Dev\my\blender\blender-2.83.5-windows64\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3094, in save_single
    fbx_objects_elements(root, scene_data)
  File "C:\Dev\my\blender\blender-2.83.5-windows64\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 2894, in fbx_objects_elements
    fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
  File "C:\Dev\my\blender\blender-2.83.5-windows64\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in fbx_data_mesh_elements
    elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
  File "C:\Dev\my\blender\blender-2.83.5-windows64\2.83\scripts\addons\io_scene_fbx\fbx_utils.py", line 504, in elem_data_single_int32_array
    return _elem_data_single(elem, name, value, "add_int32_array")
  File "C:\Dev\my\blender\blender-2.83.5-windows64\2.83\scripts\addons\io_scene_fbx\fbx_utils.py", line 451, in _elem_data_single
    getattr(sub_elem, func_name)(value)
  File "C:\Dev\my\blender\blender-2.83.5-windows64\2.83\scripts\addons\io_scene_fbx\encode_bin.py", line 161, in add_int32_array
    data = array.array(data_types.ARRAY_INT32, data)
  File "C:\Dev\my\blender\blender-2.83.5-windows64\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in <genexpr>
    elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
KeyError: ((nan, nan), 36)

location: <unknown location>:-1

location: <unknown location>:-1


texts: How to disable All Face and Vertex modes when vertex painting?

texts: I know the options are available in older builds of Blender, and can be ticked in vertex paint mode, but I cannot find them in the current version. Anyone know how I can paint vertexes on specific faces only?


texts: Algorithms used in Collision detection, Rigid Body Simulation

texts:
I had a school project done in Blender using Rigid Body simulation where obviously collision detection plays a huge role and I want to be able to explain in better detail how it all works in the background.

Basically, what I am looking for are the algorithms and techniques that Blender uses to accomplish this. I've already tried googling, the docs, discord but without luck. Now, I've read a few papers about collision detection and rigid body dynamics but I need something more specific related to Blender.

I will highly appreciate any pointers in the right direction.


texts:
So, I'm trying to use a subsurface modifier on my mesh, but it displays weirdly... I know how to use edge loops on a square side, but how can I make this work on a circle side ?

The bottom face is made as best as I could, by merging two extruded vertices.


texts:
I'm using blender 2.8 for over 2 weeks now.

If I extrude a face, it snaps back into place. But only when the extrusion is under 0.200 meters.

I did check the "snapping" setting, but its not that.


texts: Joined Head won't move with the rest of rig

texts: I joined a head after I made a body for my character. and once I tried to move the head to make a pose the head refuses to move.


texts:
Can anyone figure out why a mix node with black and white was used in conjunction with the minimum and maximum nodes of this node group? The purpose of the two math nodes (with minimum and maximum) is to limit the input value (in the upper input of the Mininum node) to a smaller range.
Currently the maximum and minimum are set by changing the Fac(tor) input of the mix nodes. However, in my head the result should be the same if I simply control the value by the lower input of the math node?


texts: Blender crashes on baking (ambient occlusion)

texts:
when the Blender Engine reaches 100% on 'Bake' for Ambient Occlusion , Blender getting crashed every time, Is there any other way to do this ? Pl help.

Options are -

No Duplication


texts:
When I try rendering my model in Cycles, it warps the textures for whatever reason - here is an picture to demonstrate:

The windows should look the way they are on the right in the 3D view. What is be causing this?


texts: Align Gizmo with local axes instead of global ones

texts:
As shown in the picture, even the cube is rotated, its Gizmo still aligns with global axes instead of local ones. Even when I have set Transformation Orientation to "local". Is it possible to display a local Gizmo?

Edit:

Strangely, when I choose "Move" or "Transform" tool, the Gizmo doesn't follow local axes.

But when I choose "Rotate" or "Scale" tool, without changing any other settings, the Gizmo looks right:

Now it seems like a bug to me. Or is there anything I missed?


texts: I'm trying to place handles around the body of the tank and I have a problem since the surface is not flat I don't get good results, any help is welcome the picture shows one of the attempts ... thanks


texts: How to create this extruded piece from a rectangle?

texts: I have to solve this problem. How can i extrude that extra piece in the middle. Thank you!


texts: How do I limit the rotation of the camera in an FPS

texts: I have mouselook for my game but the player can look all the way up and down.  I want the camera to be limited in rotation like a normal fps.  Please help!


texts: Invisible wall problem( Link to blend file in comments)

texts: thanks for your time! I know this is most likely a noob problem but it is driving me NUTS , I can't seem to find an answer anywhere. When i create a 3d house model, unwrap it, then export it to unreal as an fbx, most of the walls become invisible...I read somewhere about flipping the normals,i tried that but it still aint working. if ANYONE has a solution i would REALLY appreciate it :) thanks


texts: UE4 tools (add on) for exporting fbx is not working for me

texts: I don't know what to do, I followed exactly what Jayanaman did on his video about fbx exporting but I get an error.


texts: How do I save an edited texture to a file from within Blender?

texts:
I imported an .obj file with a texture (from photogrammetry app 3DSOM) which I show on the web using Three.js. As you can see, I need to edit the texture inside the jar, so I successfully imported the .obj file into Blender and edited the texture's appearance using the brush:

I know the .blend file doesn't save the texture on re-opening.

I can export the file an an .obj and also understand that the .obj format won't export the texture.

Is there a way from Blender to export the texture I've modified?


texts: So i've made a model and assigned materials to it, and I have a sun lamp up. When I render it the lighting doesn't render what so ever. It's like I have none there and it's all ambient. Changing the scale and strength of the light changes nothing. Scales have all been normalised as I've seen that's something that affects it. I just can't get it to work.


texts: Getting the color of an object an empty collides with?

texts: How would I get the color of an object that collides with an empty. In this animation node example I get it's location but I would also like the color that it collides with.


texts: Is it possible to have different background images for different visible layers?

texts: The title is pretty self explanatory, I am modeling two object on two different visible layers and I have blueprints for both of them, however I cannot find an option to limit the visibility of a background image to only one layer


texts: How to find the name of the active material with python

texts: I want to add nodes to a node group, but for that, I need to know the name of the currently selected material. How can I find the active material with python?


texts: Separate/convert bones into their own armature

texts:
I have the following setup:

Unfortunately this does not work in WorldViz. Instead I need every bone to have its own armature system. This results in an cascade of armature systems.

But I would like to reuse my already perfectly placed bones. Is there a way to convert a bone into its own armature system?

For example: The bone Bein would become Armature Bein with a pose and a bone Bein and this bone would be the original bone.

Here is the result I wanted to achieve:


texts: Render process include what in camera or whole scene?

texts:
imagine you have very complex scene and camera point to a part of it !
of course render give you what in the camera view ; the thing that i don't know is
should i delete extera meshes for faster render process or it dosen't affect ?
thanks for your basic assist :)


texts: Cycles not rendering VDB Cloud while using Google Colab for rendering

texts:
So I started using Google Colab a few days ago and it was all good until I encountered a serious issue. Not sure if it's a Colab issue or Blender, but when I render a scene containing VDB Clouds, the clouds just disappear. But if I use my own machine for rendering, the clouds are rendered so I think it's an issue from Colab's side probably.
Any fix/workaround for this? Maybe those clouds need to be baked?
Here's the .blend File with all the textures and meshes inside of it.


texts: Detect holes on a not flat surface at a set circumference

texts: I've got a not flat surface with not regular faces. Is there a way to recognize if there is a hole at a set circumference?


texts: How do I bake/add material colors onto my UVmap?

texts:
I looked everywhere from tutorials to documents and either they only talk about texturing or they are doing the tutorial in 'blender render' when I need it in 'cycles render'.

I have a cube that is toon shaded red. And as you can see it is unwrapped to show the map.

Now I would like to add the color that's on the cube onto the map.

As you can see at the bottom of the image that I created a new image called 'untitled'. Now the next step of baking the colors onto the map is where I become lost. Regardless of which 'Bake Type' that I used, I keep getting error messages like: No valid selected objects.

Everything looks selected to me. No, I am not new to Blender but I am new to color baking. Thank you for any help provided; I used a simple cube first before using other models I already created.


texts:
I tried to use solidify modifier but it does not work.
verts = [
(0, 0, 0),
(0, 0, 10),
]

edges = [
    (0, 1),
]

me = bpy.data.meshes.new("Edge")
me.from_pydata(verts, edges, [])
edge = bpy.data.objects.new("Edge", me)
edge.name='myedge'
bpy.context.collection.objects.link(edge)


texts: I downloaded Blender for something (relatively) small, but the program was much more than I needed (which I guess is a positive, but I'll never use a good deal of it) and decided to uninstall (save space) However, the program wont leave my computer. After the normal uninstall route failed to work, I tried removing the files manually - Even with all of them scrubbed clean, it still shows that Blender is installed on my PC, but I can't access, modify, or remove it. Any way to help, or have I completely broken it?


texts: Camera follow object and then stop in place

texts:
I would like the camera to follow an object. At frame 300 the camera should freeze at its current position and stop following.

I tried using Copy Location constraint (with offset) on the camera. At frame 299 is a keyframe with Influence 1 and at frame 300 is a keyframe with Influence 0. As a result, the camera jumps to its original position instead of staying in place. The same problem is with Child of constraint.

I also tried to use Transform driver for the camera with the object target. It makes a hard copy of the location (visible in Properties panel) during the animation. But I have no idea how to tell the driver to stop changing camera's location at frame 300 and leave these values as they are.


texts: How to access vertex_color layer directly from inside BMVert

texts:
I want to access vertex colors directly from inside BMVerts, but I don't know how.
I am able to access vertex colors indirect for inside BMFaces:

import bpy
import bmesh
obj = bpy.context.active_object
mesh = obj.data
bm = bmesh.new()
bm.from_mesh(mesh)
layer_color = bm.loops.layers.color.get("col_test")
for bmf in bm.faces:
    #bmf.loops[0][layer_color] = new_color
    for loop in bmf.loops:
        color = loop[layer_color]
        print(color)
        loop[layer_color] = new_color
bm.to_mesh(mesh)
bm.free()

But this way I loop multiple times through the same vertex colors, because a face vertex is owned by multiple faces.
I don't want to loop through all faces only to get access to the vertex colors.

I am looking for something more direct, like:

import bpy
import bmesh
obj = bpy.context.active_object
mesh = obj.data
bm = bmesh.new()
bm.from_mesh(mesh)
layer_color = bm.loops.layers.color.get("col_test")
for bmv in bm.verts:
    color = bmv.????[layer_color]
    print(color)
    bmv.????[layer_color] = new_color
bm.to_mesh(mesh)
bm.free()

It seems there is no "interface" to access the vertex color from insider a BMVert directly, or am I doing something completely wrong?


texts: How to stretch out animation time for a volume object

texts:
Blender volumes are great; particularly when I've got a scene (as I do right now) with a number of fluid effects going on. I can simply save them into a directory as a bunch of OpenVDB files and import them as a volume, once I have them looking right. This is great for animations in which I want to add physics effects incrementally.
The problem is, I have my volume (a cloud from a firework) saved in a folder, but need to stretch it out in sync with an expanded animation length. I decided to expand my animation from 250 frames to 700. However, I can't figure out how to get the frames of the volume to step any slower and match this change.

I see plenty of possibilities for changing the start frame, the frame count, the resolution, and other things; but nothing for interpolation or stretching out time. How does one do this?


texts: I want to remove void from volume of cube script

texts:
I have two problems

Getting Volume its return volume before object Edit and didn't change with editing object

I want here to remove Void From Cube what ever is it  (x,y,z)
For each cube selected Remove volume of Void inside selected Cube from its volume
Print ( "Void.name.0000" ,Dim x , Dim y , Dim z,"Volume=" ,result )

For Explain  Want to remove B Volume From A Volume
With Printing Name of void
lets Say B is another Cube

+----+----+----+----+
|   A               |
|                   |
+    +----+         +
|    |    |         |
|    | B  |         |
+    +----+         +
|                   |
|                   |
+----+----+----+----+

#*********************Getting Volume  *******************************
import bpy, bmesh

result =0

for sel in bpy.context.selected_objects:

    bm = bmesh.new()
    bm.from_mesh( sel.data )

    vol       = float( bm.calc_volume() )
    vol_scale = ( '%.0E' % vol )[-3:]
    result+=bm.calc_volume()

    # I want here to remove Void From Cube what ever DIM is it (x,y,z)
    Print ( "Void.name.0000" ,Dim_x , Dim_y , Dim_z, "Volume=",result )
    print( "Volume=" , Dim_x , Dim_y , Dim_z, result  )


texts: I have several objects in a scene. I have a plane that is the closest object to the camera, and I want it to mask out one object while leaving the other object alone. I was using the mask transparency until I came to this problem. Any help? If it makes a difference, the objects are all animated


texts: Creating renders from Image Stacking using different sampling levels

texts:
I read through the conversation on this question: Is there a way to render a single frame using network rendering in cycles. I tried the image stacking method that was suggested and got pretty good results. I rendered my image five times, each with 150 samples and a different sampling seed. I then rendered the same image with 750 samples to compare. (In case you're curious, the 150*5 stack had slightly more noise than the straight 750 image, so you are sacrificing some quality by splitting up the work in this way)

Then I wondered how much of a quality increase I could get if I added the 750 image to the stack, which brings me to my question. How can I reduce noise by image stacking if the images don't have the same number of samples?

So my first five layers have opacity 100%, 50%, 33%, 25%, 20%, respectively. These are the layers with 150 samples. If I wanted to add my 750 sample image to the top of the stack, what would be its opacity?


texts: What is the best way to animate the camera path?

texts:
I'm modeling a car driving along a road(speeds up, slows down, and stops at traffic lights to wait till the lights turn green, etc.) What is the best way to animate the camera path for the following scenario?

The camera starts moving from point A, and it takes 500 frames to get to point B. During this 500 frames, the camera first gradually speeds up, then moves at a constant speed, and finally slows down to a complete stop at point B.
The next 50 frames, the camera will stay at point B.
From frame 551, it takes another 500 frames to get to point C from point B. The camera experiences the same motion as described in #1 (speeds up, constant speed, slows down, then stop.)
Again, the camera will stay at point C for another 50 frames.
Point C to D is a curve path ( added using Shift + A -> add path). I want the camera to move along the path from frame 1101 to frame 1200. The camera should have the same motion as before(speeds up, constant speed, slows down, then stop.)

What is the best way to animate the camera path in this case? Is there any Python scripts available and can be applied to case like this? Thank you all in advance for your replies.


texts: How can get ad image data without for, but with a custom ID prop?

texts:
I want to manage a list of image in a collection, but I need to search the image in bpy.images.data, but is a Panel class, so it make a lot of refresh.
I've create a ID prop to bpy.type.Image, so each image ave a unique ID wich I assign in other process.
The collections prop have the ID of the image, bat the only way is to make a for:

name = "no image"
images = bpy.data.images
if bpy.context.scene.paintPBR_index > -1:
    for img in images:
        if img.id_pbrpainter == layer.image_ID and img.id_pbrpainter != 0:
            #print("get_image")
            name = img.name

    return name

There is a way to search the image in bpy.data.images by the custom prop?


texts: How do I create multiple groups of weight paint?


texts: Newbie sculpting question. When using dynotopo, it looks like a resolution of 10 is a low resolution? Am I understanding this correctly? If so, what number would be considered high resolution for final character detail? Cheers!


texts: Why is my mesh so tiny when I port it to UE4?

texts:
I'm using metric degrees 0.01000 and my export FBX settings are scaled to 1.00 but when I open up the mesh in UE4 it looks like this.

I circled the tiny speck so you could see him. Any help?


texts:
I referenced this tutorial to paint textures using bpy. I just replaced the Cube object with my mesh object loaded from an obj file. Rather than using all the textures I just used one of them (in code it is sTex). But on running my script, I don't see any texture inpainted on the mesh.

import bpy, os, math
from mathutils import *

class Material:
    def __init__(self, name, diffuse, specular, alpha):

        mat = bpy.data.materials.new(name)
    mat.diffuse_color = diffuse
    mat.diffuse_shader = 'LAMBERT'
    mat.diffuse_intensity = 1.0
    mat.specular_color = specular
    mat.specular_shader = 'COOKTORR'
    mat.specular_intensity = 0.5
    mat.alpha = alpha
    mat.ambient = 1

    self.mat = mat
    self.add_texture()
def set_material(self, object):
    object.data.materials.append(self.mat)
def add_texture(self):
    sTex = bpy.data.textures.new('BumpTex', type = 'STUCCI')
    sTex.noise_basis = 'BLENDER_ORIGINAL'
    sTex.noise_scale = 0.25
    sTex.noise_type = 'SOFT_NOISE'
    sTex.saturation = 1
    sTex.stucci_type = 'PLASTIC'
    sTex.turbulence = 5
    mtex = self.mat.texture_slots.add()
    mtex.texture = sTex
    mtex.texture_coords = 'ORCO'
    mtex.use_map_color_diffuse = False
    mtex.use_map_normal = True

def load_mesh(path):
        bpy.ops.import_scene.obj(filepath = path)

def start():
    os.system('cls')
    print('######## Output of Script #########')
    path = "Mesh.obj"

    load_mesh(path)

    Man = bpy.data.objects["Man"]
    Man.scale = Vector((0.613, 0.613, 0.613))

    Man.select = True
    bpy.context.scene.objects.active = Man
    red = Material('red', (1, 0, 0), (1, 1, 1), 1)
    red.set_material(Man)

if __name__ == "__main__":
    start()

What I know is - To paint a texture
        1. Load the mesh.
        2. Create new material for the mesh.
        3. Select a texture corresponding to this material. Go to edit mode for that mesh, select all vertices, then unwrap using SMART UV project.
        4. Go to UV Image editor, unwrap using SMART UV project, select the texture created above.

But I'm not able to do this with bpy.
As such the code runs without any error. Please help me where I'm missing. If possible, explanation with a piece of code will be much more helpful.


texts:
I have a model that has a few objects with transparent materials. On exporting to COLLADA I noticed that the transparency appears inverted when viewing the file with other tools (so far I have tried Preview on OS X, Autodesk's online A360 Viewer and the SceneKit rendering engine).

I checked the exported COLLADA file and the value for alpha are the same as in the Blender project but it seems that every other tool is interpreting this value differently than Blender (alpha value 1 is considered 100% opaque in Blender and 100% transparent in the other programs I used).

Is this expected when exporting from Blender projects? Is there a way to reverse the alpha for materials that have transparency?


texts: How to avoid particle data being stored in blend file to make it smaller?

texts:
I'm working with particles (for grass or leaves).
The problem is the blend file is very huge when it contains a lot of particles.

Is it possible to stop blender storing particle data to make the file smaller?


texts: How do you fix compositing leaking in Blender Cycles?

texts: So I created a Minecraft Animation Scene with a melon in a basket. I did some compositing for another scene to make the melon glow but from a different camera angle you can see the glow from the melon leaking through the entire basket when the glow is supposed to stay inside of the basket from the melon. How do I fix this?


texts:
I opened a blend, and I created 2 scenes.
in the 1st I have a box and in the 2nd. I have a door.
save my file and then use the command duplicate window of the information bar in the window tab.
in each window place a scene, as you can see in one is the door and in another is the box.

My question is the following and consists of three parts!

How can you copy objects from one scene to another?
Can you simply pass an object from one scene to another as you usually do when you move an object from one layer to another layer?
Is there any way to do this?


texts: How do you know what will make the boolean modifier work?

texts:
The green mesh and the blue mesh are identical except the green one started out as a 3mm diameter cylinder and the blue one started out as a 6.5mm diameter cylinder.

I hate to say it this way because I've been making a lot of changes as I go along so it's not 100% true but basically use of the boolean modifier has been pretty much hit and miss. Every time I use it I have no idea if it will work or not.

Once I get the blue mesh to carve into any spot on the red mesh I have to get it to carve over where the green mesh has already carved and I'm certain that will be more difficult.

Here's what I'm having trouble with:

and this is the general idea of how the blue and green meshes fit into the red mesh:

It's from an earlier model before I was as good with blender as I am now, lol. It basically forms one of those interlocking tracks that are used to hold parts together.

Finally, here is a stripped down version of the file that contains only the three meshes in question. Thanks in advance.


texts:
I'm following a course in Blender. My assignment is to replicate a Bobcat S175:

I'm stuck at the part where I need to create the arms and back of the vehicle. This is how far I got:

For the arms I will need some sort of curves in the plains. I am wondering how to to this. To be more clear, I want to create these parts:

I hope someone has suggestions!

Edit: I tried making a mesh which looks like the back of the vehicle. I applied the sub surf modifier to this object and tried to play with the edge creases. However, I can't seem to get it better than this:


texts: Have a problem with centering my object for sculpt mode. I have modeled my character with a mirror modifier and i have him centered at the Z axis. Now if i select my char and click cursor to selected and then set origin to 3d cursor, the center point is a bit to the right of the characters center. I had to fix this by manually placing the 3d cursor in the center of the grid to make sculpting possible. Does anybody know what has gone wrong here?


texts: How to preserve object's materials in fluid sim?

texts: I have an object with multiple materials that I want to turn into liquid but once I make fluid simulation it just turns into liquid with default liquid material (glass + volume). I want to liquify that object and keep it's materials as the fluid simulation is happening. How do I do that?


texts:
I have my material setup in blender and want to bake a combined texture (so it includes lighting) but want to bake my AO separately so that the texture can be changed later without blender and the AO applied to it. I tried disabling AO and a few different combined settings but short of pulling my mesh apart (or to different layers) to prevent the AO to be showing, nothing is working.

If I bake combined (tried all type of combinations disabling AO in bake settings and in world tab) I get this which looks great but I don't want the AO (everything but AO):

Only cheat I found was to explode my mesh (or split to different layers) to lower AO like this:

As you can see, the AO isn't showing as much (easier to see on the chain) but I would like it all removed.

Is there any way to prevent any AO to be baked onto the combined image?


texts: How to use "Landscape Eroder" on non-procedural landscape?

texts:
I recently discovered the A.N.T. Landscape add-on and find the additional „Landscape Eroder“ tool very helpful to create a realistic impression.

Now I’m using an imported image to create a non-procedural landscape with the displacement modifier. To add some realistic details I want to use the „Landscape Eroder" on that mesh as well. But when I go to Weight Paint mode I can’t find the option.

So is there another way to use the „Landscape Eroder“ on a non-procedural landscape? Or is there another add-on for that reason?


texts: How do I remove a cloth pinning at some point of the animation?

texts:
I'm quite new in the blender world.
I'm animating a balloon that has three fix points when it inflates/deflates and I want it to fly away at a certain point of the animation following the physics I already added, like the wind. I've seen that i can move the points and insert keyframes in edit mode but I want it to be realistic and just fly away.
Is there a way to remove or deselect a vertex group at some point?


texts: Motion Tracking objects that go out of frame and re-enter later

texts: I am motion tracking a video in which the camera turns away from one scene and then shortly returns to it. However, the segments that went off-screen lose their track and do not continue tracking once the camera returns. I am wondering if there is a manual way to tell a segment where and when to continue looking for it's tracking target. Is this possible to do?


texts: Access the systems clipboard buffer from Python?

texts: Is it possible to get the clipboard Ctrl/Cmd+C" buffer content with Python?


texts: How to modify Blender data from vector/arrays in Python?

texts:
I was writing a script and discover weird thing. I have code like this:

import bpy
obj = bpy.context.active_object
for s in obj.scale:
    s *= 2.0
    print(s)

and it doesn't change scale of the object although print(s) shows me correct values. I thought I get a pointer to the object's property as I get pointer to the object in case with:

for obj in bpy.context.selected_objects:
    # do something


texts: How can i select an Edge loop when using a graphic tablet?

texts:
As the title says, Im using a graphic tablet with blender. Just wanted to try and use blender with it, but now I have a problem.

I have to check "emulate 3 button mouse" in User Preferences, so I can zoom, rotate and pan the view with the pencil using Alt, Alt+Ctrl and Alt+Shift.
The problem is that Edge loop shortcut is Alt + Left click, and that is the way I can rotate the view in the 3D view, so when I press Alt and the pencil, it rotates the view instead of selecting any edge loop.

I can select loops in the 3D view menu, Select > Edge loop but it´s really annoying to do that each time I need it, so a shortcut would be really better.

Do I have to create a new shortcut to Select Edge Loop? If so, what do you recommend? What should I do?
Thanks! :)


texts: How do I load mtl files into parent object?

texts: I created a file on my laptop's built in 3d builder, and a friend suggested that i transfer it to Blender to change it from obj to dae. I noticed that the obj file has a mtl, which (I assune) is the texture/color of my object. I only used the base texture and recolored it. How do I load the mtl for this mess[![my attempt at mesh]? I've tried the previously mentioned suggestions but they didnt help


texts: Easier way to remove particles textures from ripped model?

texts:
I've ripped several models from a PSP game, and I noticed that nearly all of them (except for the organic models) essentially duplicate the model, one with the normal textures, and one with either black, gray, or purple textures, which I assume are used for some sort of particles-based specularity effect.

Thus far, I've had to manually pick out the faces with the particles texture and delete them, which can become quite tedious when you're working with nearly 8K faces. (Note that a group of only 5 to 10 faces is its own object when I initially import the .obj file.)

I am wondering if there's a way to systematically remove the unwanted particle textures. I've tried joining all of the objects then removing double vertices, but it appears as though the correct textures that are kept or deleted are arbitrary as I get a splotchy model.

Note that if I right click on a face with a particles texture, I end up selecting the face behind it with the normal textures, and vice versa.

http://pasteboard.co/2up5MRE6.png This is an image of a model with some normal textures visible and some particles textures visible.

http://pasteboard.co/2up3BZR3.png This is an image of the same model after I've selected a few particles textures, which makes the proper textures visible.

So, down to my question. Is there a way to have Blender accurately target the particles faces? As far as I know, the object names are just model_<number> with no real pattern. Each object has only one material, though if I join all of the models to get one then there are thousands of material slots.

(Note that the models I rip are purely for personal use as I'm currently a modeling student and want to learn from professionals. As far as I know it's perfectly legal as long as I'm not using pirated software or games, which I'm not.)


texts: Is there something like Maya "soft selection" on edit mode? Something like a selection with a gradient value to do modification on a lowpoly mesh?


texts:
I have a spaceship that I want to have "flames" come out when the spacebar is pressed. I have set up a replace mesh thing (I have a mesh with flames in a different layer and added some logic bricks to replace it when the spacebar is pressed), but for some reason, I can't select the "Spaceship with flames" mesh on the logic brick. This is the mesh I want to have replace the spaceship.

Here is what is happening when I try to replace the mesh.

There is no option to select the spaceship with flames.
If you can help, please do. Thanks!


texts: Render out of compositor without rendering scene?

texts:
I don't understand how I can just render out of the compositor without rerendering the entire scene. The editor appears to be based on Softimages Post editor, where you just hit an execute for that window.
I understand I could render out a sequence and run that in as an image but the render layer is already rendering out that information. Why can't I use it.


texts: Cannot index UVs by [0]/[1] or .x/.y (broken coordinates in python!)

texts:
Trying to get the XY of a uv_layer[index].uv by using [0] and 1, or .x and .y, return extremely weird results. However using the uv value itself (e.g. print(uv_layer[index].uv)) gives correct results. Example:

This is not just a printing issue. When writing the values to a file, I get these same broken values in the file. Seems only that 0.0/0.0001 coords are broken maybe?

How do I obtain the correct X and Y values, individually?


texts: Magic box, objects inside visible only through hole

texts:
I'm on Blender 2.8 and I want to create a special shader, which is harder than I thought.

I want to create a box, which contains more objects inside. The front face is a hole where we can see the inside. But I want the outside faces to be transparent, and make every objects inside transparents as well when the camera is in this axis.

On the pictures, the grey box is my main box where I want the transparent outside, opaque inside shader. The blue box is an object inside (that I actually see so my shader is not working) and the red one is kind of a background object.

So I want the red box not visible when seen through the inside of the main box and I want the blue box only visible through the hole of the main box but the red box still visible cause it's not an inside object of the main box.

Hope everything's clear, it's kind of a concept here.

Thanks for your help,

SHDWRCK


texts: How do I properly split a mesh into chunks?

texts:
I have a large mesh that I want to use as a game map, but because of the amount of large faces, it screws up the lightmaps. To remedy this, I want to split my entire map into equal sized chunks.
I know one method is to create a whole bunch of cubes, or long vertical square prisms in a grid and then simply use the Boolean modifier on Intersect. It works, but it is crude as it leaves artifacts everywhere.

I had several of the chunks effectively just joined the cubes onto the original mesh instead of actually Boolean-ing.
Is there a cleaner way to split my mesh?

For those curious - Here's the original mesh (orange) on top of the results of the above (so artifacts and chunk seams are in black, and some are actual faces).


texts: I'm trying to apply a shrink wrap to a letter created using the text tool. The letter is extruded, beveled but still editable. I made it a collision, and yet it does as illustrated in the image below once I run the simulation. Where am I going wrong please? I did also try to solidify the letter - still no luck


texts: How can I move tracking markers along the timeline?

texts:
To explain the problem I have run into: I have created some tracking markers in the Movie Clip Editor and tracked several points in the clip, and I have added an offset to the movie clip so that it syncs up with where that clip ends up in the Video Sequence Editor, however, now I have moved the clip in the VSE to start at an earlier frame number and adjusted the offset in the MCE so that it still syncs up, but I can't find a way of moving the tracking markers to start earlier as well. They still dance around as they always did, just too late in the timeline.
I can see all the tracking markers in the tracking Dopesheet and the tracking Graph editor, and I can select them all, but I can only move them vertically (adjusting their X and Y speed) but not horizontally (adjusting what frame they apply to).
The screenshot shows the tracking dopesheet and the tracking graph where I have only been able to drag the points vertically.

I can see a couple of ways of solving this (finalising all the VSE work before starting any tracking or working on the visual effects in separate files with no offset, rendering them out and combining them all in yet another file) but both methods involve re-doing a lot of work I have already done. I'm hoping that there's a better solution which would save me all this work.
I am using the tracking markers to act as parents for the control points of a mask and I have been able to drag the mask keyframes to an earlier point in the timeline, but that only applies to control points I animated manually, not the ones that are parented to the tracking markers. If there's a way of "baking" out the movements of those mask control points to keyframes I would then be able to move the keyframes and the problem would be solved.
Is there a way of moving tracking markers along the timeline or "baking" mask control point movements or some other way of solving this I haven't thought of?


texts:
I already have my character rigged but I am wondering how to add a control bone to control the same thing because in the NLA editor I cannot make my character walk and animate at the same time.

Here is my file http://www.filedropper.com/rigtest_1


texts: convert sverchok script node to script node lite

texts:
After updating blender I cant use a script node (SN) from someone else that I was using before. Now sverchok has script node lite (SNL). I dont know what I need to change for it to work, and cant find documentation on the changes either. (at the time of writing there's no documentation on the existence of SNL, just SN)
Can anyone point me to information about this?
[edit]
Somewhat related questions:
Is there a way to use Sverchok's ScriptNode without defining in_sockets? (links to SNL doc in a github issue)
Custom NodeTree and NodeCustomGroup and bpy.ops.node.tree_path_parent()
Has anyone started a project similar to Grasshopper (Rhino) for blender?
How do I build an object using Python and predetermined coordinates?
Can custom nodes be written for the compositor?


texts: Can not import Blender animation into Unity

texts:
I am relatively new to Blender and Unity. Please help me understand what do I do wrong. I try to have a simple curve animation imported into Unity. Idea is that curve grows along his path and then turns back. Here is that animation in Blender: https://www.screencast.com/t/t9FedC1Jh I achieved that by making keyframes for Bevel Factor property of a curve.

BUT, I can not import this animation into Unity. I want to have that curve as an object in Unity that animates repeatedly.

When I import .blender file into unity I have some "Default Take" animation but it does nothing. When I export Blender project into .fbx - there is no animation there at all. See here: https://www.screencast.com/t/0NMko6TGFoxy

Please point me into right direction - how can I import that object into Unity correctly? Thank you in advance!


texts:
in Blender 3D, is there any function like 'Flow along surface' in Rhino 3D?
I know the 'move along curve'. but it's modifying a mesh according to curved line.

I need to deform some meshes along irregualar terrain. I never used Rhino though, I think 'Flow along surface'in Rhino is what I'm looking for.

Can I find that kind of thing in Blender?


texts: Pressing P leaves Blender frozen, how to get undo?

texts:
I was rigging a foot to a skeleton when I meant to click CtrlP, I pressed P. Nothing happened so I then clicked CtrlP and my entire skeleton and avatar turned white. My mouse does not show up inside the Blender screen and I don't want to close it and start over. I did save but I'll still lose quite a bit of work.

Is there a button I have pushed that can be undone via the keyboard?


texts: How can I display the "length" of selected keyframes (number of frames in-between)

texts:
Sometimes in the Dope Sheet, I want to find out quickly the number of frames it took to get from one pose to another. I'd imagine some kind of tool to let me specify a start frame and then an end frame and it would tell me how long was that in terms of number of frames. But so far it seems there's no such tool. I tried Googling and can't find anything there either.

Does anyone know of such a tool or plugin to let me do this? And if not, can anyone direct to as to which part of the Python API to look into to start getting into creating such a tool?


texts:
I've been trying to modify CGCookie's flexrig to work in blender 2.8.
The model itself works fine in the main file. However, when I link it into another file, I start seeing strange behaviour.

The bone shapes meshes are visible and overlaying the actual bones, such that you can't see the shape colours.
When I import the rig_ui script and run it, the bone shapes lose their modifiers. Some of them have a mirror modifier, so half of the mesh appears
The rig itself is a bit messed up. For example the IK foot, would bend the knee backwards instead of forward. That problem doesn't exist in the original file

You can get my modified file here: https://www.openmovie.org/resources/blend-files#h.p_Jj8Qih-ybkfZ

I show a video of what's happening when I link here: https://www.youtube.com/watch?v=vhUWy5b7xQs

There are some errors and circular dependencies:

Dependency cycle detected:
  OBrig/Parameters Component/DRIVER(pose.bones["cheek.R"].location) depends on
  OBrig/cheek.R/BONE_LOCAL() via 'RNA Target -> Driver'
  OBrig/Parameters Component/DRIVER(pose.bones["cheek.R"].location) via 'Driver -> Driven Property'
Dependency cycle detected:
  OBrig/Parameters Component/DRIVER(pose.bones["cheek.L"].location) depends on
  OBrig/cheek.L/BONE_LOCAL() via 'RNA Target -> Driver'
  OBrig/Parameters Component/DRIVER(pose.bones["cheek.L"].location) via 'Driver -> Driven Property'
Dependency cycle detected:
  OBrig/root/BONE_CONSTRAINTS() depends on
  OBrig/body_variants/BONE_DONE() via 'Copy Scale'
  OBrig/body_variants/BONE_READY() via 'Ready -> Done'
  OBrig/body_variants/BONE_POSE_PARENT() via 'Pose -> Ready'
  OBrig/root/BONE_DONE() via 'Parent Bone -> Child Bone'
  OBrig/root/BONE_READY() via 'Ready -> Done'
  OBrig/root/BONE_CONSTRAINTS() via 'Constraints -> Ready'
Detected 3 dependency cycles
ERROR (bke.anim_sys): /home/ashehata/Software/blender_git/blender/source/blender/blenkernel/intern/anim_sys.c:4160 BKE_animsys_eval_driver: invalid driver - modifiers["Mask"].show_render[0]
ERROR (bke.anim_sys): /home/ashehata/Software/blender_git/blender/source/blender/blenkernel/intern/anim_sys.c:4160 BKE_animsys_eval_driver: invalid driver - modifiers["Mask"].show_viewport[0]
ERROR (bke.anim_sys): /home/ashehata/Software/blender_git/blender/source/blender/blenkernel/intern/anim_sys.c:4160 BKE_animsys_eval_driver: invalid driver - specular_hardness[0]
ERROR (bke.anim_sys): /home/ashehata/Software/blender_git/blender/source/blender/blenkernel/intern/anim_sys.c:4160 BKE_animsys_eval_driver: invalid driver - empty_draw_size[0]
ERROR (bke.anim_sys): /home/ashehata/Software/blender_git/blender/source/blender/blenkernel/intern/anim_sys.c:4160 BKE_animsys_eval_driver: invalid driver - pose.bones["face_variants"]["upper_lip_scale"][0]
Info: Deleted 1 object(s)

Any help would be greatly appreciated... Kinda running out of ideas.


texts: How to change the thickness of grass hairs?

texts: I'm trying to find a way to change the thickness of my grass hairs, but I can't seem to find them? In materials mode they seem thin and just fine, but when I render them...they come out like this:


texts: How come I can't see the unwraped object when in edit mode in UV Editor?

texts: I go to edit mode and I can't see the object on the left side so I don't know how to adjust the texuture.


texts: So I am trying to get 3 different shaders on same label. So one is glossy, one mate and another one metallic. I tried using add, mix shader and what it does is just making shaders blended. I would like to have all of the at  100% on top of each other. As you see on the test image Red shader is transparent instead of 100%. How do I do this?


texts:
I usually use layers in Blender, as you know they are pretty handy. I have been trying to look for a shortcut to switch between layers. Any idea?

Thank you for the help,
W


texts: How to attach eye armature to rigify armature?

texts: Im creating a character, and Im using a rigify armature for the body. and a normal armature for the eyes, I used a Keep offset setting to parent the eye´s armature to the rigify armature, but when I move the head bone the eyes blows up!


texts: Spin Tool starting rotation not 0 degrees

texts:
I'm trying to use the spin tool but it always starts off its axis at
(.847, -.466, .255). I want to start it off at (0,0,0).


texts:
How does the Blender User get an parent armature to bind in

[one axis orthogonal view stripes]

rather than following edge loops? ... or the same effect.

Question is now old.  You may disregard.  Candidate for deletion.
One immediate goal is to minimize manual weight painting.
A related goal may be for this weight to be dynamic
These examples are atypical, geometric, inorganic examples of using armatures and other options are being considered.  In these examples we are seeking very geometric weights.  Painting tools are not discussed here.
In this question the number of vertex groups should match the number of deforming bones
I would like to use existing modifiers or addons available if possible
I may not see any proposed answer for 24 or more hours.

Thanks.

A simple axis aligned mesh with weights in simple stripes.  A evenly spaced Y axis linear edge sequence was bound to an armature.  Next it was extruded in two orthogonal directions. No manual weight painting.
The circular ring mesh would be more difficult to achieve the goal.

Mesh Deform can work with the technique above

This is an example of desired [stripe]. Done through modifiers.  The stripe exists or is red in a small portion near the bone.  Face connectivity is [not] considered.
The armature bones are positioned parallel to global Y axis.  I would like to see only Y coordinate considered.
Single example because of lack of time

Python Script Success Results

Stripe in XY Plane or ||. Python.
Because there is little edge alignment with X or Y axis. We think this is more difficult to manually weight paint when a large, inconvenient number of weight stripes are needed.
The large stripe is for easy visibility. Color gradient along Y axis.   Concrete Python improvements are possible.
Read Python at your own risk.  Python subject to massive cleansing and refactoring.  Minimally tested. Please inspect and improve.

A comparison of Armature Placement and Mesh Modifier.  They are similar for this simple test.  Testing remains. Arrow indicates only the Armature Modifier is active.

Failures and Less Desirable Experiments Follow.

Failure.  Top Half image. Automatic Armature weights. Weight stripes with weights fail to meet current needs.
Bottom Half image. Weights manually modified to have identical weights for vertex with same Y coordinate.  Results work. Excessive manual labor.
The mesh structure makes it easy for this example. Easy to weight paint probably.  Guides are built in.

Failure. Automatic weights by edit mode scaling by .01 in X direction.  Armature Binding again.  Edit mode restore original scale. Undesirable weights visible.

Ordinary armature binding
Failure for atypical use of Armature.
The vertex group follows an edge loop.  This is [contrary] to my requirement in this example.
The vertex group for Bone.001 is shown.  Red indicates location and bone names are visible.

Failure. An attempt to use a Shape Key to flatten the mesh and then bind again to the armature.  This effort has failed so far.  I will attempt again.
Duplicating Mesh with Armature.

Specifying duplicate with flat mesh only [shape key] and applying armature
Adding Shape Key from original.
Fails with my sequence of steps perhaps because of binding recognizing face connectivity

So this prompts one to think about whether or not Blender can bind to a Shape Key.

Failure. Experiment. Faces are separate. See Gaps. Bone effects seems more localized. This is not a solution to the requirements.


texts:
so I'm new-ish to Blender and currently practicing by just making some random 3D models of stuff. Today I made a model off of this switch:

My only problem is the edge of the switch, its curved but how I have my model, I have it straight as shown here with the vertices selected:

Im trying to bow the edges so that it curves up but I've tried so many things to no success. Any easy way to edit the vertices to curve it up without moving them free-handedly?


texts: Animating on Blender using Fuse and Mixamo

texts:
I'm animating in Blender using Fuse and Mixamo. The trouble is that when I import it to Mixamo from Fuse, the colors of my character disappear. So I just download the skeleton and import it in Blender so I can put it on my character. Now my question is how do I attach the skeleton's movement/pose to my character?
Thanks in advance.


texts: Modifier Settings do not Copy Using Link or Copy Attributes

texts:
Default blend file
duplicate default cube
add cloth modifier to one.
change a setting within the modifier - for example vertex weight
Control - L - Link objects and choose modifier

or:

Enable copy attributes add-on and use control - C copy selected modifiers.

Result: neither methods will copy the modifiers WITH their settings - for example cache bake range.
Does anyone know of a way of duplicating modifiers WITH their settings to multiple objects?
Here is thread discussing copying modifiers but I need to copy the settings as well. Any thoughts anyone?
Add the Same Modifier to Multiple Objects at Once?


texts: Get object data for previous frame in driver?

texts: In blender drivers, you can access a property value on the current frame through a var. How can a value on a past/previous frame be accessed?


texts: How do I Make a Spawner for Enemies in my Game?

texts:
I'm making my first zombie game in the Blender Game Engine. It is a first-person-shooter style game with zombies and stuff like that.

I am having trouble making an enemy spawner for the zombies however. I got it working somewhat before but after a certain amount of time the zombies just start to stack up on top of each other because I cannot get it to only spawn the zombies at the start of the game and after one dies. I changed it up some but now they don't spawn at all.

It really would be nice to have zombies spawn randomly within a specific area of the game but far away from the player. I don't know how to code in python so I'm making my game only with logic bricks. I have an empty currently that is supposed to spawn the zombies but it doesn't work.

Can you please help? You can download the game here: Undead Fields


texts: Assign a different material to objects within dupli_group instances

texts:
Say you have a cube and a sphere grouped as 'Group'. You instanciate that group and link it to the scene. Now when you click on the instance, there is no material panel.

See the two pictures below for a better understanding of what I'm trying to do.

Is it possible to access the duplicated objects in the dupli instance in order to give them new materials ?

The only thing I succeeded in doing is to assign a material to an object instance but not to objects within a group instance.

Python answers are welcome.

As requested, here's the code to create a dupli_group instance:

layers = [True] + 19*[False]

# Could replace this with bmesh method
object1 = bpy.ops.surface.primitive_nurbs_surface_sphere_add(radius=1, location=(0, 0, 0), layers=layers)
object1 = bpy.context.active_object

object2 = bpy.ops.mesh.primitive_cube_add(radius=1, location=(4, 0, 0), layers=layers)
object2 = bpy.context.active_object

group = bpy.data.groups.new('some_group_name')
group.objects.link(object1)
group.objects.link(object2)

group_instance = bpy.data.objects.new('some_group_name_instance1', None)
group_instance.dupli_type = 'GROUP'
group_instance.dupli_group = group

bpy.context.scene.objects.link(group_instance)

Then I would expect to have a way to target object1 and object2 within group_instance and to set new materials that won't affect other instances.


texts: Why does my completely green UV map make my model no completely green?

texts:
Hello all,

Apologies for the bad title. I am very new to this! Basically I spent a while creating this model, and then after following a texturing turtorial, I have ended up with this mess. I wanted to check that the UV map does actually work. So I just filled my UV map with green, however my model isn't completely green? Why is this and how can I fix it??

Thank you.


texts: Hey i think i activated something and don't know where or how i did because i am extruding faces but it is causing gaps in my mesh and thats not what i want and i don't know how to fix, sometimes i accidentally press random keys on the keyboard and i know it may activate something inside blender


texts: Why is the fire not rendering when sphere (domain) in viewport is hidden?

texts:
The actual question is basically what I'm asking.

The Sphere is the domain so the fire and other animations will be contained within it. I would like to hide this sphere for a much more realistic appearance to the scene, yet when the domain is hidden and I hit playback there is no fire animation, not even a flash. I also have the issue when switching between rendering modes.


texts: Blender 2.8 - selecting parent and children at the same time

texts: In 2.8, I am unable to select Parent and children (in Outliner window) at the same time with Ctrl+ LMB. Is there anyway of doing this in 2.8?


texts: Is there a better way to make complex cloth, than sculpting it?

texts:
I want to make this exact white blanket.

How would you go about creating such a fluffy, extremly wrinkled blanket.

I went through some tutorials, but they only deal with very simple blankets.

I would like to get it to like 80% before starting to make the details with sculpting. The smaller blankets on top should fall into place much easier, once the big white one is done and can function as a collision object.

I also want to constrain myself to blender and dont want to do it in marvelous or etc.

Edit:

Rigg Riggs answer works perfectly as startingpoint.

You can rotate the imageplane used for the displacement-texture to control the direction of the patter without messing it up . Thats how i got it to go diagonally.
I also used two diffuse shaders (b/w) in a mix, controlled by the noise texture, instead of his node setup. Seems to work better. At least for me.
Had to play around with the settings a bit before getting a texture to my liking.
I added a decimate modifier set to un-subdivide and a triangulate modifier  once i applied the displacement, to reduce the face-count.

If you have a different approach please feel free to share it. Im trying to learn :)


texts: How can I export a DAE file with a non-rest pose?

texts:
I am fairly new to Blender and wanted to export a DAE file with a new pose for access to color textures when 3D printing. However, when I export the DAE file, it will always export as a t-pose.

I've tried setting the new pose as the rest pose through the object mode menu but that didn't work. I've also attempted to use the armature modifier though I can't locate it.

I should also note that the model isn't one I made- it comes from a video game.

If anyone would like to help directly, I would be willing to provide the original files if need be. Thank you.


texts:
I'm using a script to generate and render a huge amount of scenes. The script is running just fine, but it seems to get slower and slower for each scene its rendering. (talking about the 5000th scene takes about twice as long as the first one) It feels like although I'm always deleting all the objects, something is stacking up...
for i in range(start, imcount+start):
 #delete all objects
 bpy.ops.object.select_all(action='SELECT')
 bpy.ops.object.delete(use_global=True)

 #backgroundcolor
 bpy.data.worlds["World"].node_tree.nodes["Background"].inputs[0].default_value = (1, 1, 1, 1)

 #add floor
 bpy.ops.mesh.primitive_plane_add(size=10000, location=(0, 0, 0))

 #floor color
 r = random.uniform(0.5, 1)
 g = random.uniform(0.5, 1)
 b = random.uniform(0.5, 1)
 activeObject = bpy.context.active_object
 mat = bpy.data.materials.new(name="FloorMaterial")
 activeObject.data.materials.append(mat)
 bpy.context.object.active_material.diffuse_color = (r, g, b, 1)

 #add light pointing on 0, 0, 0 from random direction
 a = random.uniform(0, 3.14/2)
 b = random.uniform(0, 3.14/2)
 r = -20*math.sin(a)
 x = -r*math.sin(b)
 y = r*math.cos(b)
 z = 20*math.cos(a)
 bpy.ops.object.light_add(type='SUN', location=(x, y, z), rotation=(a, 0, b), scale=(1, 1, 1))
 bpy.context.object.data.energy = 10

 #add 5 shapes
 for j in range(5):

    #position
    x = random.randint(-3, 3)
    y = random.randint(-3, 3)
    z = random.randint(0, 6)

    #size
    s1 = random.uniform(1, 3)
    s2 = random.uniform(1, 3)

    #type
    type = random.randint(0, 3)
    if type == 0: #cube
        bpy.ops.mesh.primitive_cube_add(size=s1, location=(x, y, z), scale=(1, 1, 1))
    elif type == 1: #cylinder
        bpy.ops.mesh.primitive_cylinder_add(radius=s1, depth=s2, location=(x, y, z), scale=(1, 1, 1))
    elif type == 2: #cone
        bpy.ops.mesh.primitive_cone_add(radius1=s1, radius2=s2, depth=2, location=(x, y, z), scale=(1, 1, 1))
    elif type == 3: #sphere
        bpy.ops.mesh.primitive_uv_sphere_add(radius=s1, location=(x, y, z), scale=(1, 1, 1))

    #color
    r = random.uniform(0, 0.3)
    g = random.uniform(0, 0.3)
    b = random.uniform(0, 0.3)
    activeObject = bpy.context.active_object
    mat = bpy.data.materials.new(name="Material"+str(j))
    activeObject.data.materials.append(mat)
    bpy.context.object.active_material.diffuse_color = (r, g, b, 1)

 #add camera pointing on 0, 0, 3 from random direction
 a = random.uniform(1, 3.14/2)
 b = random.uniform(0, 3.14/2)
 r = -20*math.sin(a)
 x = -r*math.sin(b)
 y = r*math.cos(b)
 z = 20*math.cos(a)+3
 bpy.ops.object.camera_add(location=(x, y, z), rotation=(a, 0, b), scale=(1, 1, 1))
 bpy.context.scene.camera = bpy.context.object
 mat1 =  bpy.context.scene.camera.matrix_world

 #render and save image 1
 inpath = os.path.join(impath, "img_{:010d}_in".format(i) + ".png")
 bpy.context.scene.render.filepath = inpath
 bpy.ops.render.render(write_still = True)

 #add camera2 pointing on 0, 0, 3 from random direction#
 adiff = random.uniform(-0.2, 0.2)
 bdiff = random.uniform(-1, 1)
 a = max(a + adiff, 0)
 b = b + bdiff
 r = -20*math.sin(a)
 x = -r*math.sin(b)
 y = r*math.cos(b)
 z = 20*math.cos(a)+3
 bpy.ops.object.camera_add(location=(x, y, z), rotation=(a, 0, b), scale=(1, 1, 1))
 bpy.context.scene.camera = bpy.context.object
 mat2 =  bpy.context.scene.camera.matrix_world

 #render and save image 2
 outpath = os.path.join(impath, "img_{:010d}_out".format(i) + ".png")
 bpy.context.scene.render.filepath = outpath
 bpy.ops.render.render(write_still = True)

 #calculate tranformation matrix
 # mat = inv(mat1) * mat2
 invmat1 = np.linalg.inv(mat1)
 mat = np.dot(invmat1, mat2)
 textfile = os.path.join(textpath, "img_{:010d}".format(i) + ".txt")
 with open(textfile,'w+') as f:
    for line in mat:
        np.savetxt(f, line, fmt='%.2f')

I have no clue why this is happening... Any ideas??
Is there something wrong about the way I'm deleting the objects?
Thank you!
schdief


texts: I set the key points for my animation and it still doesn't play. I have tried changing the animation player and it still doesn't work. the fps becomes red when I hit play and nothing happens. Help asap.


texts: How to use material index from Object Info node?

texts:
Material Index:

This socket just outputs index pass set by user, just like simple Value node.

At first I thought it can play a role with material override, to see passes of real materials. Unfortunately, it doesn't work that way, as it also overrides all passes.

So, what is usecase for it?


texts: Automatically update UVs when changing mesh

texts:
Is there a way in Blender to automatically update the UVs when performing modifications on mesh?
I have a model which I UV unwrapped. I then enter sculpt mode and make slight modifications to the mesh. But the UVs are not altered based on any changes made after unwrapping. This is causing slight stretching of the UVs.
I don't want to have to re-unwrap the model. Is there a way in Blender for the UV map to remain in-sync with any changes to the mesh?


texts: How would I go about simulating a flooded city?

texts: I want to visualize what it looked like if a big city was flooded due to sea level rise. I want it to look as realistic as it can, but I am still kind of a beginner. So how would I do this? Do I need to build the entire city in Blender? Or can I use drone footage of the city and animate on top of it?


texts:
I am trying to export as fbx and getting the following error:

I think it might be because the project has some missing files that I'm not able to delete. I tried to unlink or clear but it doesn't work and I have no meshes using them.
.


texts: I would like to make vox videos like highlighter effect on images and planes. Like when the animation is started some lines are highlighted from left to right like highlighting the line.


texts: Emitting sparks or dust at rigid body collisions

texts:
I'd like to have automatic particle emission when rigid body objects collide with others (I have many objects). Not that I can find it but I've read of an option under children that can spawn others when a particle collides, however I haven't seen anything regarding rigid body collision events.

Can this be done out of the box? With a plugin? Or, last resort, with a small amount of scripting?


texts: How can i display data on my webpage using BLEND4WEB .Is there any way so that i can fetch the data from database and then display it on my webpage using BLEND4WEB?


texts: Show panel, only when a collection is loaded

texts:
How to show a panel, only when a particular collection exist (or appended)?

Here a bit more explanation of what I am aiming for in case the question is not clear:

In the screenshot above you see there is a panel called 3point light Ctrl. What I want is that the panel "3Point Light Ctrl" only shows up after the user clicked on "Add 3 Point Light" in the "Add to scene" panel.

Often I see a poll function in other addons like:

@classmethod
    def poll(cls, context):
        return context.active_object is not None

And so I thought I could do it as follows:

@classmethod
    def poll(cls, context):
        return return bpy.data.collections[“ThreePointLight”]

But that doesn't work, and I realize it is expecting context, not bpy.data.  Any idea how I can do this?  (It's for Blender 2.80).


texts:
I'm doing a 10 second animation for a project at uni. Part of this animation consists of a box falling on a button to activate it. I wanted this to start at frame 190 and as nothing else uses gravity in the animation I decided to keyframe the scene gravity so there isn't gravity up until frame 190. This worked great and on viewport mode I can see the animation working, however when rendering the image the box won't fall.

Thank you for your help.


texts:
I am trying to move an object using coordinates from a CSV file. The file is written by one python script and then read by a script in blender. Below is the script written to read the file in blender and move the object.

import csv
import bpy

shufflecsv_path = '/Users/Josh/Documents/shuffle.csv'

with open(shufflecsv_path) as file:
    shufflecsv = csv.reader(file, delimiter=",", quoting =
    csv.QUOTE_NONNUMERIC)

    for row in shufflecsv:

        bpy.data.objects['Object'].select = True
        bpy.data.objects['Plane'].select = False
        # row is a list with strings elements so must be converted in float

        x, y, z = -float(row[0]), -float(row[1]), -float(row[2])
        bpy.ops.transform.translate(value=(x, y, z))
        print(x, y, z)

Below is the output of blender when I run the script.

bpy.ops.transform.translate(value=(0.15565, 13.5708, -1.47311), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
bpy.ops.transform.translate(value=(0.18565, 14.1581, -1.47311), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
bpy.ops.transform.translate(value=(0.15565, 14.1581, -1.47311), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
bpy.ops.transform.translate(value=(0.15565, 13.5708, -1.47311), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
bpy.ops.transform.translate(value=(0.18565, 14.1581, -1.47311), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

You can see that the output window shows the location of the object should be each of the coordinates, but the object is not at the expected final point.

I have found that when I run the script, the object is moved to a final point that turns out to be the sum of the first three x, y, and z coordinates of the csv file. Any insight, help, or code snippets to fix this problem would be greatly appreciated.


texts: How do I change right click to left click when in timeline mode?

texts:
As you can see in my preference, it is set to left click so that when I click on an object I can click on it using the left button.

Unfortunately when I am in the timeline mode, when I have to click on a key frame I have to click using the right button, not the left button because I have changed this setting. Is there something I can do so I can use the left button when in timeline mode instead of using the right button?


texts:
Sometimes, in order to avoid noise and render faster, I set the bounces to 0. The problem is that I don't get any reflection on water, glass, etc. I know that some nodes provide tests to stop a ray (like "is camera ray"). Can I get the best of both worlds: reflection but no noise?

I thought of controlling how many bounces a light path makes with nodes or python depending on what kind of materials it hits. Like get +1 bounce if glossy or so.


texts: How do i animate a sphere, that behaves kinde like slime, that gets thrown/fired and explode, when it hits something?

texts:
EDIT: So, im working now on a new animation and i need help. I want a sphere to behave kinda like slime, it is supposed to hit a certain place and explode there. With that explosion, it has to cover the camera view with the exploded sphere. But i don't have an idea how to realize that. I tried some stuff with the Soft Body physiks, but i never used it, so the result was pure crap what. Maybe someone of you out there knows, what exactly i need to do in this situation.

EDIT: I figured out a solution, i am not realy satisfied with it, but i will keep playing with the settings. What i basically did was, i made a sphere, deformed it a bit and enabled "Soft Body" and Collision" for it. The target of that sphere also has "Collision" enabled. On the "Soft Body" settings, i disabled "Soft Body Goal", so the sphere got influenced by gravity. Then on the "Collision-setting" of the sphere, i increased the Stickiness Value up to 10, also on the target. Now i created a Wind-Force Field, i placed it under the sphere and made it blow (with the help of keyframes) the sphere to its target. Now i am trying to get better results with playing in the "Soft Body" and "Collision" settings.


texts: Is it possible to make hairs ((thicker)) in viewport without adding more hairs to the particle system.......Using (line with) setting in user preferences panel gives desired look to the hairs but also adds thickness to all UI Is it possible to add thickness to the hairs and not the whole UI..


texts: I'd like to build the molecule shown on the top, where the three bonds form the legs of a tripod, and animate it's mirror flip to the one at the bottom. Appreciate suggestions on building the molecule as well as doing the flip. Ideally, at the mid-point of the flip animation, all three bonds would be coplanar. Many thanks!


texts: Why is TAB Key not working to cycle into Edit Mode?

texts:
Using Blender 2.79a, Usually I cannot get into edit mode using the Tab key the first time I go to use it with any object, but after I click the "Edit Object Button" I can usually cycle back and forth from Object Mode to Edit Mode using the Tab key.

Notes:

When hitting the Tab key. Nothing happens.
This is the same with all blend files.
I have set up custom key shortcuts, but to my knowledge have not change anything to do with Edit or Object mode.

Why does this only happen sometimes? I have ruled out having anything under my tab key that would cause this issue.

Has anyone else run into this problem? Or do you have any suggestions?

Thank you in advance!


texts: How to convert selected polygons to their boundary edges?

texts:
For example I've selected this face

Then I need to convert to edge (border of selected faces)

Is there any way to do it automatically?


texts: Creating a curved rectangle on outside of a sphere?

texts:
I'm having trouble finding a way to create a rectangular mesh that sits on the outside of a sphere (but takes the shape of the sphere).

Can someone lead me in the right direction?


texts:
I started to extrude a bone for the other arm but this happened.  What's going on with it?

Blend file


texts: I've got strange rendering artifacts; how to avoid it?

texts:
I'm quite new to Blender and Cycles render engine, so I need some help to understand how I've got these rendering artifacts and how to fix them.

The overall picture is very noisy and there are a lot of anomalous white pixels.

The whole scene looks like this.

The sphere is used as the source of light and has the emission shader.

Each test tube is imported from another file and has Glass BSDF shader.

I've bumped up a little numbers of light paths transparency and bumps (don't know what does that mean, actually), but I think it does not help much.

I don't know what else to add, so here it is. What should I do?


texts:
The HDRI showed up fine in the preview, but didn't show up in the final cycles render. The transparent checkbox is disabled. The HDRI of the other window in the room (not shown) showed up accurately, both in the render and the preview. Both windows used the same glass texture.
How does this happen? What should I do? Thank you.
Environmental Texture:
Glass Texture for Window:


texts: EEVE Bloom not visible with alpha after saving the render as a file

texts:
Render preview gives the desired result:

After saving it to a .png file:

Blooms dissapears completly.
Saving as a .tif produces the same result
Using .bmp brings the bloom back, but the transparency is gone
Is there a setting I'm missing? Or is this a issue with the file types I used?


texts:
I use a different software for modelling and applying textures and then export to blender for texture baking. One thing i havent found out yet is how to tell blender that a texture is tiled/seamless and i only need one tile of it in the final texture map instead of the whole uv island. For example i have a building with a tileble texture as the facade that repeats all over, if I bake the texture I will have the whole facade unwrapped and texture baked, how can i just have the original tile in the final texture to save space/ for better resolution?
I hope it's clear what i mean.
Thanks in advance!


texts:
I imported a Martian rover with the wheels having multiple parts. There are 6 wheels in total and they seem to be "connected" in some way (if you click one part of the wheel all the other parts on the other wheels get highlighted too). How am I supposed to rig this?

Here is the link to the model: https://nasa3d.arc.nasa.gov/detail/nmss-sev


texts:
I've just moved to 2.8. Opened my Rover model and I am noticing that for some reason the material is not showing up right on some objects, while showing fine on others. This is the same material used on all of them. They are all UV unwrapped. It's working fine in 2.79. I tried re-unwrapping them, but it doesn't do anything. Is there something specific to the beta that would cause this?

Here is the blend
https://www.dropbox.com/s/s0hk4r48l2ahtag/packedrover.blend?dl=0

See pic for example


texts: Having issues moduling zootopia style fur

texts:
Ive heard that Blender was capable of producing Zootopia style fur on characters using the participial system. Well sadly there doesn't seem to be many guides on fur. The few ive found use a ball or a flat plane to show how it works but don't apply it to an actual character

This head I made incapacitates all of my issues

I set a vertex group for every part of the head I wanted to add fur to and left out parts like the nose eyes mouth and inner ear yet when I add children it bleeds over into those parts. Ive tried combing the strans as far away as possible and cutting the parent hairs around the bald areas but they just keep bleeding over.

I don't know whether or not to use more parent hairs with a hand full of children or very few parent hairs and populate the area with mostly children
You can see the hairs clipping though the normal's for two sided areas like the ears

The hairs look like these gross cone shapes when viewed closely
How can I make sure the fur is distributed evenly across the head? There are these weird random bald spots.


texts: How can one rig a Stirling engine? (Piston)

texts:
I've only done a very little animation and rigging before, and I keep getting stuck trying to rig the pistons and rotor of the Stirling engine I built.

What should happen is that one piston moves in as the other moves out, and through the attached arms, the rotor should spin. Animating the rotor and the piston heads was easy enough, but getting the arms that go from the piston heads to the end of the shaft arm to move right endlessly confuses me.

Each end of each arm moves differently over the course of a cycle. With animating, I can't figure out how to interpolate so the arms stay where they should.

With armatures, I have tried for a while, but keep getting stuck when it comes to how to have one end of a bone moving in a circle while the other end is moving in a straight line.

Edit: The answer below elegantly resolved my problem, so i've updated this with the finished .blend file in case it's useful someone else.

Here is the .blend file:


texts: Pointing the camera in a particular direction programmatically

texts:
I'm trying to use Python to place a camera. I know the camera's location, and the forward and up vectors for the camera (i.e. the direction it's pointing and its orientation). How do I do this?

I know that it's possible to calculate a raw world matrix from the above information, which I can then apply to the camera, but I was rather hoping not to have to. Is there an easier way?


texts: I am trying to create a transparent material, but it still doesn't appear so. I think it's because the blend mode is set to opaque, but I can't change it. In the material settings I can only see surface displacement and volume. Can anyone help?


texts: How to model parts of the face of this character?

texts:
I'm trying to model this character of mine for animation and rigging:

But every time I try to go about modeling her I always end up getting stuck on either her eyes, nose, or mouth. Those seem the most tricky parts for me.

I've tried spline modeling, sculpting, box modeling, point to point modeling, and even plane modeling. All with different results, but I end up getting stuck when I come across those troublesome areas no matter what.

Edit 1: I've also searched for reference images of rabbits, their topology, anatomy, and looked upon other works from other 3d artists to get an idea of what to do. I still end up stuck.

Edit 2: I changed the question into something a little less broad but will change it more if necessary, just let me know. Still new to how posting questions works on this site.

Here are some screen shots of my progress.

Edit 3: Currently trying to sculpt the head again and will do the rest soon. Someone suggested I do a sculpt first, then retopologize everything and work from there. Which sounds easy enough, but still hard to achieve the shape and style to the reference. Though I know I will get it eventually.
Here are some screenshots:


texts: UV mapping. Follow Active Quads break UV island

texts:
Unwrap object
After applying Follow Quads the island is breaks. All vertices are merged.


texts: Don't autocrop video when having different dimensions of videos

texts:
Lets say I want to have an video with 1000x1000px dimensions.

My source video is FullHD (1920x1080) and if I paste it into my Video Editing Screen it gets automatically cropped to fit the desired dimensions.

What I basically want is to have the video at its max height cropped down but therefore only displaying the 1000x1000 square from the original video, like so:

How would I do this?


texts: Is there a way to bring in vectors from an AutoCAD file without them being filled?

texts:
I come to Blender from the CAD world.  I am teaching Blender to 12 students.  We are working on a scene that happens in Charleston Harbor in 1862.  I found an old chart and scaled it to full size using AutoCAD.  Then I traced it making closed polylines.  I can bring it into Blender as an FBX, but those closed shapes come in looking like this image:

I want to make a landscape using the shapes I created, giving it height.  Do any of you know how I might un-fill the shapes?


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I'd like to merge a vertex into an edge without subdivide the edge and merge the vertices;

i usually use the knife tool, create a second vertex in the edge, set "cursor to selected" to the first target vertex, and select both the vertices, and merge them with Alt+M > At cursor, it works when you have a plane, but it's really slow...

how can i done it automatically or in quickly way?


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I'm wondering if there's a way to join all objects that share the same texture image. I don't want to join them if they have the same material, but rather, if they use the same source image texture.

I assume it's possible with Python scripting? For clarity, I'm using Blender v2.76 on Windows 10. I've tried "Select Linked" with Shift+L > Texture in Object mode but it doesn't work.

Edit

To clarify, I'm asking if this can be done automatically/not-manually. Here's why: I imported an .obj file, and for some reason it imported each face as its own, separate object (let's call these "face/objects"). This yields around 3,000 separate objects or so. I figured that, since each of the face/objects share only 3 source image textures, it'd be possible to select each face/object that uses the same source texture image to merge them into one object. In the end this should yield only 3 objects. I hope that made sense.


texts: Is it possible to guide a smoke simulation along a curve?

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Is it possible to have smoke and flames, or just smoke, to flow in the direction of a curve?

I'm aware that I can use a particle system guided by the curve and then emit the smoke from the particles, but this will not do for the effect I'm trying to achieve since the flames still go up and not in the direction of the curve.

Also I'm aware that I can add a wind forcefield, but that will only push the flames not really guide them along the curve.


texts: What could I improve on on my monkey model?

texts: So I made this monkey model and I am no expert on modeling so I was wondering if you guys could take a look and give me feedback! If you want to look at the file download it at:https://drive.google.com/file/d/0ByrMQl4A3FTwcUVSalF2WXZ5Slk/view?usp=sharing  Thanks!]1


texts: Why do my background images not align across the views?

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I'm trying to do a BMW car model, but I have a problem with the blueprints in the views.

This is the problem:

I expected that the two images were equal, but when I fix one of the views, with the cube cover all the top blueprint, the right view blueprint has problems, because the right view is not filled by the cube.


texts: How do you make objects not collide and pass through each other?

texts: In the game engine I'm trying to make the different types of enemies pass through each other, and only interact with either the player or the player's weapon. I've made them rigid body objects, and tried adding them to different collision groups but that doesn't seem to do anything.


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I'm trying to make a window in a tower but the tower is made with a cylinder (32 vertices), set smooth from the left panel (Tools > Transform) and select auto-smoth (30d°) in data panel.
The create a window using another object and a boolean difference operation.
when I extrude and scale to add detail on window the result is not clean (see screenshot 2 -> square things in the mesh).
Does anyone already handle this problem?


texts: I'm interested in the stitching and the cylindrical appearence. Not the garment itself. You see this sort of thing in blimps and the michelin man as-well.


texts: Blender 2.8 Wireframe Mode: show only visible Vertices

texts: As you see the back vertices are visible. I want them to be hidden as you would expect.


texts: Animation Nodes : how can I switch between different setups?

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Is it possible to work on several animation nodes NodeTrees and to switch between them / select the active one ?

I see AN generates a "Animation Nodes Object Container" object.
Is the nodetree attached to it ? And how ?

Thanks for your lights.

G


texts: Visualise texture based on direction a surface is pointing using Cycles

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I would like to apply/blend a shader based on the direction a face is pointing. So basically, if the colors of the axes are used, a cube would look like this:

Ideally, also the negative and positive direction should be taken into account. That way the shader on the face pointing in the Z+ direction can be different from the one pointing in the Z- direction.


texts: delete 16 vertices that are on top of each other

texts: I looked through the blender forum and tried all the suggestions but none of it worked. My problem is I have 16 vertices that are stacked directly ontop of each other and in order to delete those vertices I have to press the delete key and then select vertices 16 times there are multiple areas where that occurs and it took me about an hour to delete all of the vertices. I want to avoid this in the future as I will be creating many of the same meshes/objects. Does anybody know how I can select and delete the vertices all at the same time instead of pressing delete 16 times?


texts: strange horizontal artifacts when using a fluid sim and an object within the fluid

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Okay. Super wierd.

I have a text object that I converted to a mesh, make it a fluid object and a cube as the domain.

I now get this wierd horizontal line when trying to render the simulation (bake the domain). ANY idea what could be causing this and how to fix it?

It randomly does it on some frames. Some frames it does not appear, others it just randomly plops in.

a) Can't find any recaculate normals button (even if in edit mode) for my text object (which I converted to a mesh), so can't do that.
b) Tried decimating it - thought it worked, it didn't.
c) No clue what else to do.

Any tips? Thanks!

Here's a picture


texts:
In blender, you can hold your mousecursor over a button to see both what it does, as well as the python code that it would run.

This is an amazing feature. But it still requires me to remember the code before I can copy it into a text editor. Is there a way such that I can press a shortcut and copy the code that is shown on hover?

In the case of the above screenshot, I would like to copy bpy.ops.object.material_slot_add().


texts: Add-On Dev: Open external file with default program

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I was planning to create some simple help-like text or HTML documents in a local folder of my add-on, and provide "help" buttons on the panels to allow the user to access them from each section that relates to that file.

Is there a way to open these files using the user's default program from within Blender?


texts: When I parent mesh to bone, model will completly break

texts: Whenever I parent the mesh to bone, or bone to mesh whatever, the mesh will become way bigger, and will go sideways, i dont know why, and nobody else seems to have this problem.


texts: The zoom function with the mouse wheel sometimes zooms uncontrollably

texts: I do not believe the reference question about zooming to a point and refusing to zoom further relates to what I experience.  When I open a file, one click either way on the mouse wheel zooms + or - approximately as much as one click on numpad+ or numpad-. After working with the file for a while, zooming with the mouse wheel is no longer useful: one click of the wheel changes the image from microscopic to huge or the reverse. Numpad+ and numpad- continue to respond properly. It is especially bothersome when I depress the mouse wheel to inspect an element in 3D mode. It is hard to depress the scroll wheel without rotating it a little.  Just a little rotation makes the selected element almost disappear or become huge.  I'm using Blender 2.72b.


texts: Is it possible to store edge data layers?

texts: Something that I do frequently in blender is use a UV map for coordinates to map an otherwise procedural texture, such as when texturing a snake. I don't always know where the best seams would be beforehand, so I like to try putting them in a different places and create multiple UV layers. So I was wondering, in the same way as one can switch between multiple UV maps, is it possible to store edge data sets, for example, save multiple sets of UV seams or edge creases and toggle between them?


texts: I've gone through the arrow icon, camera icon and eye icon and all are active. The mug I made for the the Andrew Price tutorial does not show up in a final render. I have also hit alt H to unhide. Any other ideas lads?


texts: Can't select individual objects in object mode– why are they grouping together?

texts: I am very new at using Blender and have a simple scene set up with a table and plane for the floor. I don't know what I did, but now the table and plane move together in object mode, and when I try to select them individually I can't. This is a problem because I need to assign different materials to each thing. What do I do to fix this?


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I think im having a weird reflection issue with a metallic surface. The small silver switches look great, but the big foot switches look odd. Im wondering if there is an issue or thats just how things are reflecting. I included 2 angles.

My normals are good, no double vertices. Am i missing a troubleshooting step? The shading is just the BSDF and i turned metallic to 1.0 and just adjusted roughness, very simple. No UVs either.

The green box looks good, reflecting nicely. The red box looks kinda flat or not shiny like the green box. And again, i think its just how the lighting is that makes it look "flat", but i was just seeing if maybe i was doing something wrong.


texts: Can you get the distance from another object with nodes?

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It's easy to get the distance from the origin of an external object by using the "Object" option in the Texture coordinate (through a Vector Math node set to Length).
But what if I want the distance from the surface of another object (so specifically from the closest point on the surface of another object)?
For example, I could use this value to generate complex volumetric shapes by modeling a very simple mesh and doing the rest with nodes (which is what I want to do).
I could do with either the distance itself or the vector coordinates of the closest point on the surface of an external mesh, either would be appreciated.
I apologize if there's an obvious solution or there's another question answering this on the site, but I was unable to find a solution on the web.


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I want to set data on objects, but I have several problems.
Here is one. Why can't 'Object Attribute Input' find the attribute?