texts: How to change the alpha blend amount with sideways transition?

texts:
I have this graphic in an answer in another SE site:

It has been produced in Inkscape, and I can easily make various parts into separate PNG files (by using layers).

My objective is to make an animated GIF (or movie) where the opacity of the blue line which goes from Tx to Rx moves sideways over a couple of seconds, to indicate the data movement.

Thus, holding the rest of the image unchanged, the blue line (the one with the arrows) might start at 50% opacity, and smoothly turn to 100% opacity, from left to right.

So far I have the blue line in a separate PNG file, and the rest of the image in another one.

Arrow:

The rest:

I made a mask, and keyframed its shape so that it gradually covers the area occupied by the area. But now I'm stuck.

I can't put it all together to get the effect I described.

So far I have this in the Video Editing layout:

But:

The mask affects both images
It just makes the image white rather than change its opacity, like this:

I've also tried various things in the Compositor without any real success.

Is there a simple and easy way of achieving this?


texts:
I need to run a script several times, which among other things adds a custom function to a handler list. How can I check that it doesn't eist already, so as not to have several identical functions in my handlers list, without clearing the list altogether?

This doesn't work.

import bpy

def test(self):
    print('test')

if not test in bpy.app.handlers.render_pre:
    bpy.app.handlers.render_pre.append(test)


texts: Trouble selecting and extruding specific polygons (python)

texts:
Trying to extrude specific polygons. Instead, it's duplicating the whole mesh. I know some kind of updating is required, just having trouble finding the correct solution.

import mathutils,bpy

S=100
c1 =  mathutils.Vector((2/3,3/4,4/5))*10
c2 = -c1

for o in bpy.data.objects:
    bpy.data.objects.remove(o)

def Box(c1,c2):
    bpy.ops.mesh.primitive_cube_add(enter_editmode=False, location=(0, 0, 0))
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.transform.resize(value=[abs(n/2) for n in (c1-c2)])
    bpy.ops.object.mode_set(mode = 'OBJECT')
    bpy.context.object.name="Box"
    return bpy.context.object
box = Box(c1,c2)

def Extrude(box,S,c1,c2):
    epsilon = 1e-04
    mesh = box.data
    polygons = mesh.polygons

    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.select_mode( type  = 'FACE'   )

    for c in [c1,c2]:
        for i in [0,1,2]:
            sa=[]
            pci=None
            for p in polygons:
                pci_=p.center[i]
                s = abs(pci_-c[i]) < epsilon
                if s: pci=pci_

                p.select = s

                sa.append(s)
            print(sa) # confirming the correct poly selections

            si = -1. if c[i]<0. else 1. if c[i]>0. else 0.

            movement = [0,0,0]
            movement[i] = ( (S/2-abs(c[i])) - abs(pci) ) * si
            bpy.ops.mesh.extrude_region_move(TRANSFORM_OT_translate={"value": movement})
Extrude(box,S,c1,c2)


texts: Lock only a part of the keyframes of an animation

texts: I can't find the option to lock keyframes, and I can't lock the whole graph as I want to work on a part of the graph, and the other half of the graph has to be locked/can't be touched.


texts: How do I create a nice miter joint between these two pieces?

texts: I would like these two pieces to meet up at the correct angle so there is no overlap and no distance between them. I'm used to sketchup where I would have been able to use the snap to intersection functionality to drag the edge lines to the point where the pieces intersect. It doesn't seem like blender has snap to intersection functionality. What's an easy way to accomplish what I'm trying to do?


texts: Blender keeps wanting to use my CPU instead of my assigned gpu

texts:
So just to start off, I have checked that all the hardware I have is compatible with one another, and I have no problem running video games which use up my gpu and cpu in unison. However, when it comes to blender, even tho I set my device to GPU COMPUTE and i am on feature set: supported (ive tried experimental), whenever I render, I can see that my cpu sky rockets to 100% load! and zero gpu. I dont understand why this is happening. I have updated my drivers for my gpu and re-installed blender. I really dont know what to do! It keeps crashing after about 30 or so minutes but it isnt a continues crash. Sometimes, it renders completely...
Any help would be GREATLY appreciated!
Yokubo~


texts:
First, what causes the red/orange flecks and is there a way to get rid of them.
Second, I made a fire shader hopefully shown below.
A lot of first here:
First model (glass bowl), first node editor usage on all the materials.


texts: How to procedurally identify the Fac of the inside and outside of an object? [EEVEE]

texts:
Here is my question:
As you can see, I have a bowl here with noise material applied to it. The problem is, I only expected the bowl to get noise applied from the inside of the bowl instead of also having the outside to be affected, I want the outside of it to be pure red instead of having yellow scratches like the inside. As far as I know, Blender only let you procedurally identify the Fac of X,Y,Z axis of an object but not the ''depth'' of it. So my question is: Is identifying the ''depth'' of an object possible? If it is, how so? I have also added the Blender file so anyone can access to it.
Any help is greatly appreciated!
File: https://blend-exchange.com/b/5kv5GVRx


texts: Background grid warping when zooming in User Persp

texts:
New Install
Blender 2.7b
Ubuntu 16.04LTS

Whenever I zoom in User Perspective mode, the background grid warps alot as you can see on the bottom right of the first image below:

it returns to normal when I zoom out or in orthographic mode:

I think this might be because of the small screen size that I have (1366x768), or because of some settings in Ubuntu, but I can't quite work it out. What should I do to fix this problem because it is very annoying. Thank you for your time.

--A Blender newbie


texts: Add Min and Max Values to Driver Expression?

texts:
I have a driver using a scripted expression: var*2. It's working great but the values it's outputting range from .005 up to about 1.5. I'd like to limit the range of the output to something like a minimum of .5 to a maximum of 1.25. Is it possible to do this within the expression itself?

Edit: A little more information, I'm trying to use a sound file to drive a particle value. "Bake Sound to F-Curves" provides me with a non editable F-curve so I'm trying to use a driver to increase the amplitude of the baked F-Curve.


texts: Why do we need the Inverse Kinematic constraint in rigging? What is the benefit of it, what is a situation where I can use it and what does it do to the armature?


texts: Blender 2.83: is it a bug that Viewport Shading Gets Laggy after Plugging Layer Weight, Fresnel, and Noise Combo into Bump/Normal?

texts:
I made a node set up combining layer weight, fresnel, and noise (a little more complex than that). Anyways, when I hooked it into bump, then into normal, it basically broke Viewport Shading preview (super laggy impossible to do anything with). Everything else worked fine: Wireframe, Solid, even Cycles preview. I was in 2.83 and since I was really confused when it first happened, I opened it in 2.82 and it continued to do the same thing.
Is this a bug? Can you reproduce it on your end? Can someone give me details as to why it acts like it does?


texts: How to get a plane to intersect and join/merge with the perpendicular plane?

texts:
I'm trying to model my house as a way of learning Blender. I'm having a problem filling in a small hole after following a tutorial about roofs.
It's best demonstrated with a video, but basically I want the extruded edge to 'collide' with the perpendicular edge but no matter what I do, it doesn't seem to snap to the edge it collides with. I'm always left with two unrelated planes which also means I can't make the small trianglar area at the top into it's own face.
Hopefully this question makes sense once you've seen me extruding the roof edge towards the house:
https://www.youtube.com/watch?v=ZDGNVaY2G-8&feature=youtu.be
Sorry for the youtube link but it seems this StackExchange site doesn't like large GIFs, APNGs or anything else I've tried.


texts:
I have a rigged model of a head that I created in its own Blender file. I have a body that I created in another Blender file separately.
How would I be able to add the head to the body rig so that the head can essentially be a part of the body rig, but contain all of the armature and bones that it had when it was separate? I also want the head the move with the body rig accordingly as you expect a head to do, along with controls for the next which control the rotation and position of the head.


texts: Setting to have added object appear in scene collection root instead of a group inside?

texts:
I am still getting used to the new scene collection feature. It's great but there's one behaviour that freaks me out. Whenever I add a new meshes it appears in one of the groups. Usually my workflow needs it in the main scene collection.

Q: Is there a global setting to get added meshes being moved in the main scene collection instead of a group inside automatically?


texts:
For some reason, when I try to put a texture (picture) on any object, it doesn't work. Here are the steps I took to put a grass texture on a plane:

1: I made a new texture for the plane

2: I set the type to image or movie

3: I opened my Jpeg file

4: I even tried rendering, it won't show up!

Here is a screenshot of when the texture won't load:

Some other texture-related things that won't work for me (even when I follow the exact steps on a video tutorial):

Texture painting
Cube textures
Skydomes (spherical maps)

Any ideas on why this isn't working? Thanks!


texts: Blender 2.8: Meshes disappear when hitting number keys above the letters

texts:
While adjusting my shapes in object mode, I accidentally hit one of the number keys (the one above the letters / not the numpad).
I'm just to using those shortcuts when being in edit mode.

I've attached my file for reference: https://drive.google.com/file/d/1-9tS0X-jeesMfjx16EeVbZIbj09WqXE4/view?usp=sharing

While hitting the numbers, you'll notice the meshes will change.

Thank you in advance,


texts: Physics simulation do not appear in final render

texts:
I can't find the way to render a simple animation. I've been playing with cloth simulation + mesh deform, but the changes I see in the viewport don not appear in the final render. Can anyone check it?
Blender file: https://mega.nz/file/2wNXzIKL#Ziu-Ys9PwrvHPoyrE-Y7o-ClGMfkyUgb1ggVPRCZRHI


texts: 'Limit selection to visible' suddenly not working in user perspective?

texts:
So I'm working on my model, same as normal and go to select "Limit selection to visible" which makes all the vertices visible and select-able. Except they're not.

I've taken a screenshot and you can actually see the "button" for it is highlighted like it's on but isn't working.

I had a look around and saw someone make a similar post except theirs is for the Ortho view, not the user perspective. Is this a glitch or some sort of setting I need to fix?

Update: I also notice the further I scroll away from the model, I can see the back vertices as if it were activated.

I opened a new project to see if this was an issue with the program itself or to do with the setting in blender. It works normally with the new project but in this current project(that are shown in the screenshots below) the limit selection to visible doesn't work. Based on this I am pretty sure it's something to do with the settings.

While I appreciate temporary fixes, I really need to know how to properly fix this issue so I can get it to work normally again.

Update:

This is how it normally works for me, I open the program and it looks like this before I press the button and after:

Now when I try to "disable" it by pressing that same button(exactly same as I always have done) nothing happens and only becomes partially visible,like in the screenshots of the issue above this.

So telling me I just need to "disable" it (when I've explained that I literally cannot do that for whatever is causing the issue) is not helping at all.


texts: Animate a travelling wave - graph view like an oscilloscope

texts:
I am looking for some guidance and suggestions as to the best approach towards animating some elements of my goal - before I jump in and hack around in "the wrong" or awkward direction.

WHAT I AM TRYING TO ACHIEVE

I want to animate a travelling sine wave - with a graph view like an oscilloscope.

In other words unlike:

a traditional graph diagram
where the leading point of a wave travels forwards

(to the right)

from the 0 point on the time axis
a typical "history" graph

For the end result, I want:

the wave to travel from right to left
the leading edge of the wave to remain at a fixed point on the time axis

(on the far right edge)

which is effectively the current time
so it's more of a "live view" - like an oscilloscope

(or the machine that goes ping!)

Here is a sample target end result:

(modified) animated GIF image that I culled from Wikipedia

[ Thank you User:LucasVB/Gallery ]

WHAT I AM COMFORTABLE WITH

I should be fine with:

the stationary frame

pretty trivial/straight-forward

the leading edge plot point - the red dot

add a red sphere element of an apropriate size
use a location driver to move it up and down the Z-axis
python math sin(radians(current_frame))

ASSUMPTIONS

What is the simplest approach you suggest I should use for the:

1. The moving red sine wave

I'm thinking of:

generating a long stationary sine wave element

(length as long as the number of cycles as I need for the animation time)

use an X-axis location driver

current_frame
to move the element from right to left

Then I would need to:

mask the portions of the sine wave that lie outside the graph frame

left & right

2. The moving graph background

Pretty much the same approach as above.

generate a long background axis "strip"
move it as above with a driver
mask the portions of the background axis that lie outside the graph frame

left & right

1 & 2 Together

I could combine the two elements above into a single moving strip

and mask the portions of the single moving strip that lie outside the graph frame

left & right

REQUEST

Does anyone have any better suggestions for me ?

Simpler, faster, neater ?

As usual, I'm happy to read up if I am given some pointers.

I just want to make sure I use the best or most effective technique to skin the proverbial cat.

Thanks


texts: merge armatures with meshes while keeping weightpainting

texts: I'm basically trying to put a head on a different body, but when I join the armatures and put the meshes and bones into the correct places, the weightpainting on the head is gone. Is there any way to keep the weightpainting while still merging the armatures? I need it to be one armature because otherwise it won't work with the thing I want it to work with.


texts:
I'd like to create a chocolate truffle (using Cycles), like in these images:

And I'd like to figure out how to have some of the cocoa powder fall off when this 'truffle' falls onto a plane.

Sorry for the lack of Blender files or for more detailed explanation, but I was just baffled trying to figure this out on my own.


texts: How to import model along with embed texture in blender?

texts: I have a FBX model with embed texture. When I import the model in blender the model get import but not its texture. Model has a bitmap texture folder from which it has to call texture. Now how can I call all the texture from that bitmap folder so that the FBX model import all the textures.


texts: How do you add thickness to a circle mesh?

texts: I made a mesh circle now I want to add some thickness to it so it looks like a wire or string, not rope.


texts: Insert properties keyframe for multiple objects?

texts:
I know it's possible to keyframe UI properties, and it's possible to animate many objects at once for Location, Rotation, and Scale.

But is it possible to insert a keyframe for a UI property for many objects at once?

e.g. Animating rigid body properties for shards of a cell-fractured object

How can I achieve this?


texts: How to add palm leaves to animated sapling tree

texts:
I'm trying to use the Sapling add-on to create and animate a palm tree with a certain large palm leaf. Creating the base palm tree is pretty straightforward after using the downward curves for the main branches.

I thought I could use the branches as the larger leaf stems then have the individual leaves come off those branches/stems.  The problem is getting these specific palm leaves right.  I don't think I can use the Sapling add-on for the individual leaves because the leaves have to be offset from both sides of the branches (or leaf stems).  So I'm trying to model the larger palm leaf and add it to the animated tree using the existing armature for the branches.  But I don't know if I can add my larger leaves to the existing armature.

Any ideas would be hugely appreciated.  Spent hours on this already.

Many thanks!


texts:
I am trying to undo an operation in a script but the bpy.ops.ed.undo() does not work.
The exactly same sequence of statements run in Python Console works as expected.

A code that demonstrates this behavior is this (run from Text editor):

import bpy

# ... already in Edit mode, selected all

bpy.ops.mesh.remove_doubles(threshold = 0.1)
# the above says "Info: Removed 30 vertices"

# create new undo step (without this it doesn't work in Python Console either)
bpy.ops.ed.undo_push()

# this undo does nothing ...
bpy.ops.ed.undo()

# because this ...
bpy.ops.mesh.remove_doubles(threshold = 0.1)
# says "Info: Removed 0 vertices"

Interestingly enough the pushed undo step is visible in Undo History right before the Run Script step - and it can be undone, of course.

Is there a catch I'm missing here?


texts: Can you export materials made in blender using nodes to another program?

texts:
I am a beginner to blender and don't really have the knowledge to know if this is a silly question or not but here it goes.

When creating assets in blender is is possible to use the texture sets you have made with the node editor in blender and then exporting them for use in a engine.

Is it really as simple as saving the individual maps such as Diffuse, AO, Metallic etc as image textures and then importing them into your engine of choice for example Marmoset, Unity or Daz?


texts: How to obtain sequence of selected UV in Python?

texts:
Sorry for continuous post from below post.
This question is related to it.

How to obtain selected UV pairs on same edge in Python?

I want to obtain sequence of selected UV in Python.
But I did not come up with the implementation.

I show you my trial code.
This code DOES NOT work correctly. (only 2 loops can be obtained)

obj = context.active_object
bm = bmesh.from_edit_mesh(obj.data)
uv_layer = bm.loops.layers.uv.verify()
sel_faces = [f for f in bm.faces if f.select]

for f in sel_faces:
    for l in f.loops:
        if l[uv_layer].select:
            first_loop = l
            break

loop_seq = [first_loop]
loop = first_loop
while True:
    if loop[uv_layer].select and loop.link_loop_next[uv_layer].select:
        loop_seq.append(loop.link_loop_next)
        loop = loop.link_loop_next
    else:
        break

Is there any mistake above codes?


texts: VSE: How to automatically snap the cursor to the selected strip?

texts: Is it possible to automatically snap the cursor to the start (or end) of the selected strip? I know that I can manually move the cursor and if I keep pressing Ctrl it will snap to the start and end of the strips, but it's not the same as automatically making it jump to the start of the selected strip.


texts: Hair Particle, final Render shows less particles than in the viewport

texts:
I'm using Blender 2.8 and having a problem. I'm following a towel tutorial and I've set the number of hair particles to 1000000 and i get a result like this:

Problem

The only way it will fill up the towel is if i set the view port display at 100%

Settings

Final

Every video I've seen on hair doesn't say this is necessary. Have i missed something here? is it a 2.8 bug? Thanks in advance!

Tony


texts:
I'm currently working on a project on Blender and I'm still trying to familiarise myself with the interface so I'm quite a beginner at the moment. I was working on a figure and then I'm not quite sure what I clicked on it took me to a different interface other than the initial one where you edit the figures and stuff.

This is what I'm getting when I open my saved project

Thank you!


texts: How to export to other format with the materials

texts:
I'm making a Transparent Glass Cup in Blender 2.8
I'm using the Principled BSDF --> Transmission set to 1, Roughness set to 0
If I'm not mistaken, if I export it to .obj/.fbx file, the glass cup will no longer transparent and I will need a texture for it to make it transparent again.
Is there any way to do this?


texts: Any material randomly turning into emission in Cycles, in blender 2.8

texts:
The file I'm working on just glitched out. In Eevee, we can see what it is supposed to look like, but as soon as I switch to Cycles, every material seemingly turns into an emission shader material. This happened before with another file, but in this one it affected every material and it happened randomly. Reassigning the material or a new material doesn't help. it simply turns into an emitter, even though the emission tab in the principled BSDF is completely black.

I have some more pictures:
1. Eevee rendered view, all lights in the scene visible

Eevee rendered view, lights off (all but one)

Cycles rendered view, all lights in the scene off. Normal material turns emissive

The only thing I changed between numbers 2 and 3 is changing from Eevee to Cycles (and hiding the other point light). Both are in the rendered viewport shading mode.


texts: Why is a text not rendering with glow effect but other objects are?

texts:
I have a project I'm stuck on, it has text and a grid effect (made from a plane) for the floor. I need all objects to have a glare effect emitting light, everything is glowing correctly except one text item, the blue "Media" text. I have added emission the same as the other items and i think done everything correctly in "compositing nodes"

As you can see the pink grid is rendering a glare as is the other texts not shown but the blue "Media" text will not render any glare/emission.

I've noticed that the other texts and the grid are all showing a "Particles" tab so I've missed something somewhere. That's the only difference i can find between the ones that glare and the Media text. Still really new at this. Spent hours trying to work it out. "Media" text is supposed to be glowing like everything else.Thanks!

Update: I think i have narrowed down the problem but have no idea how to fix.
I have a long list of different materials as pictured,the material i;m trying to add to the "MEDIA" text is not giving emission, I've noticed it has a 0 in front of it. So i tried using the other materials and some seemed to work and emit light so i thought great i'll just change to the color i want. However, that doesn't work, when i change the material color at all it stops emitting on rendering.Or if i make a new material for the "MEDIA" text it wont emit i can only add an existing material but not change its color.Would like to use a color i choose, any ideas?

Update:
Blue on text will not emit light in rendering

All i did here was change color from blue to a different shade or completly different color, kept everything else the same and it would render emission.


texts:
I have UV unwrapped my model, as you can see on the right of the screenshot.
As you can see, i can only fill the model but i can't paint on it.
How can I fix this?


texts:
I set up a simple hair dynamics system in Blender 2.8 to replicate the problem I have in my original model. No matter what settings I use the top part of the hair is always stuck in place and stretches to the mesh.

Here is a link to the file:

hair dynamics test blender 2.8

There must be something fundamentally wrong either in my setup or in Blender.

Any ideas?


texts: I can't find a way to make a flashing cursor effect?

texts: I was trying to make a title screen where it was like a flashing typing cursor. Any ideas to create that effect?


texts: Exporting .blend adds an "emissive" value even without emission shader

texts:
When I export my object from Blender, it exports with an "emissive" property under materials with a value of [0.8,0.8,0.8]. I cannot for the life of me find how to set this value to 0. When I'm viewing the object in the 3D viewport, I am able to see it even with no light source, which sort of confirms that the object is somehow emissive. As seen below, the Emit property is 0, so I'm not sure if this is like a texture thing or what.

The problem exists regardless of Blender Render or Cycles Render.

Here's my .blend file: https://ufile.io/i5z2f

Here is a screenshot of my material properties:

Any ideas?

Here's a JSON version of the FBX with the problematic emissive value:

{
        "id": "Material.002",
        "ambient": [ 0.000000,  0.000000,  0.000000],
        "diffuse": [ 0.800000,  0.800000,  0.800000],
        "emissive": [ 0.800000,  0.800000,  0.800000], // needs to be 0,0,0!
        "opacity":  1.000000,
        "specular": [ 1.000000,  1.000000,  1.000000],
        "shininess":  0.000000,
        "textures": [
            {
                "id": "Texture.003",
                "filename": "FlakCannon_D.png",
                "type": "DIFFUSE"
            },
            {
                "id": "Texture.003",
                "filename": "FlakCannon_D.png",
                "type": "SPECULAR"
            },
            {
                "id": "Texture.003",
                "filename": "FlakCannon_D.png",
                "type": "REFLECTION"
            }
        ]
    }

Info:
Blender version: 2.79
FBX Export Addon: 3.7.17


texts:
I've been playing around with blender today, and now suddenly, I'm no lenger able to get a preview window of the sequence editor.

It just shows a black screen.

I have a videotrack so there should(?) be some output.

edit: Suddenly realized there is no audio either.


texts: Rendered and Material Preview shows flat dark texture but Solid does

texts:
Anytime I try to view an object in Material Preview and Rendered View, it goes the same dark grey colour of the world. Or gives me weird colourful lights when I move around the object. I can view textures in solid view.

Files that have rendered correctly in the past do not anymore.
When I try rendering an object, it will appear transparent

For reference here's how the render turned out.

I've tried this in both fresh installs of Blender 2.91 and 2.83.10 LTS.
I suspect this is due to my graphics card (a fairly old 4GB RX 580) as this started happening after a driver update and I've used both versions of Blender without issue.
I honestly have no idea what to do other than to roll back to a previous graphics driver.
Any help would be appreciated.


texts: Change Text, Button, and Icon on Button Click With Python in Blender

texts:
How can the text, icon, and a button state (toggle high or low) be changed when a button is clicked? Just for understanding the mechanics, I wanted to know the most verbose and least verbose way to change text on a button, text on a label, an icon, and a button state (toggle up/ down) from a single button click from a button that contains the said text, icon, toggle state, and visually associated label.

            import bpy
            from bpy.props import *

            def initSceneProperties(scn):
                stin = bpy.types.Scene

                stin.MyString1 = BoolProperty(
                    name = "String")
                scn['MyString1'] = "Test 1"

                stin.MyString2 = BoolProperty(
                    name = "String")
                scn['MyString2'] = "Test 2"
                return

            initSceneProperties(bpy.context.scene)

            #   Layout panel
            class LayoutPanel(bpy.types.Panel):
                bl_label = "Hide Tools"
                bl_space_type = "VIEW_3D"
                bl_region_type = "TOOL_PROPS"

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

                    layout.label("TEST")
            # First String
                    layout.prop(scn, 'MyString1', text="")
                    row = layout.row(align=True)
                    row.operator("my.button", text="1", icon="CANCEL", toggle=True)

            # Second String
                    layout.prop(scn, 'MyString2', text="")
                    row = layout.row(align=True)
                    row.operator("my.button", text="2", icon="CANCEL", toggle=True)

            #   Button
            class OBJECT_OT_Button(bpy.types.Operator):
                bl_idname = "my.button"
                bl_label = "Button"

                def execute(self, context):
                    scn = context.scene
                    layout = self.layout
                    icon = LayoutPanel.draw

                    if scn.MyString1 == "MyString2" | row.operator(toggle=True):
                        label = "TEST2"
                        icon.row.operator[icon] == "ERROR"
                        icon.row.operator[text] == "A"
                        icon.row.operator[toggle] = True
                    else:
                        scn.MyString1 == "MyString1"
                        label = "TEST1"
                        icon.row.operator[icon] == "CANCEL"
                        icon.row.operator[text] == "B"
                        icon.row.operator[toggle] = False
                    return{'FINISHED'}

            bpy.utils.register_module(__name__)


texts: How to avoid flipped looking normals when baking them?

texts:
So I ran into this the second time now. The normals on the model flip randomly despite the faces are facing outwards. In this case it happens at the uv seam of the model but other times it seemed completely random. What's causing this?

It all comes dow to marked seams? Or is there something else in the works which I don't understand?
Please help.


texts: I'm trying to create polygon hair like final fantasy characters in blender for blender game engine can someone help me out in creating good quality texture with z-transparency I have already tried with alpha texture maps but it do not display properly when I run the game.


texts: How to fix an image texture to object and camera?

texts:
I've looked for a similar problem but couldn't find anywhere, so here it goes.
I'm having an issue with fixing the position of this image in the body of the sphere, as you can see, it leaves the position as I pan the view. I need it to be fixed as the object moves and faces the camera at all angles.

Here are the node config I used, I'm absolute beginner on this so take it easy on me.

Thanks everyone who wish to help ;)


texts: How do I get rid of the mesh or faces inside my cube?


texts:
I'm struggling to Alt  + Select those side faces, but when I manage it and try to unwrap, it creates a curved UV, which is not what I'm trying to do.

So how do I unwrap these into straight UVs ?


texts: For some reason I cant move this bezier curve on the y axis

texts:
for some reason i just randomly cant move my curve on the y axis when in edit mode. i have tried scaling it and i looked up and down the settings but being new i didn't find anything any help is welcome, i even restarted blender and nothing changed.

if you want to project to look around here it is

https://drive.google.com/file/d/16T1V7JIIwRqPLFrpotQAtB1aeGPboXaJ/view?usp=sharing


texts: Fire simulation does not show when I re-open the file

texts:
I created a fire simulation. It was working and good. But I saved it using "Save as". After I reopened it there was nothing showing.
Render View

Here top left kept saying "Updating Mesh" "Updating Images"
I changed my render engine
Changed material
Solid View also corrupted
Doesn't Show fire


texts: what is and how can i stop the constant "canceling..." in the compositer?

texts:
At the moment I'm working on a project and I was using the compositor. I don't know what started it, but at the top of my screen, there is a bar that constantly says "canceling"

also, my render layer node outputs are flickering

I'm making a graphics design thing with animation nodes, that's what you can see in the compositor. I 'm trying to put a vintage noise over it that's what you can see playing in the top.

and next to that my compositor is very very slow.

I have tried a lot of stuff to make it go away. I have restarted blender, I have reinstalled blender and I have tried to remake my whole node setup. but nothing works. the only way to make the "canceling" go away is closing the composetor window. but the moment I open it again it comes back.

I really hope someone can help me with this problem


texts: Problem texturing a complex model like the interlaced leaves of a palm tree

texts:
I have several models of palm trees that I have to texture. As you can see on the picture, selecting the polygons is problematic. Most of the leaves are interlaced with other leaves and large parts of the leaves are hidden by other leaves. It's very hard to view whole face of a leaf and also to select the vertices properly.

I have seen different tutorials for making a palm tree and the artists created the leaves and applied the texture before joining the leaves altogether at the top. That does not work in a case where you have to texture an imported model.

Does anyone have techniques to work with the polygons (texturing and other modifications) of complex models where there are hidden parts like in the case of a palm tree?


texts:
I made a model of a Sega Mega Drive case, and I want to unwrap the faces to texture it with the label. But the wrap gets distorted. Of course, I can tweak it and make it right but, I still wonder why its not getting unwrapped in a straight line? If I mark seams, it gets divided into 3 parts. I want it to be in 1 part.

the blender file


texts:
I'm using the subdivision surface modifier and noticed that on section of my mesh, the edges are very distorted. I've tried scaling along an axis, editing when subdivision modifier is off, tried pulling vertices to try and line them up properly but can't seem to get it. Lines look normal when I turn modifier off. (See 2nd image in object mode)

Sculpt mode seems to jack it up even more. But perhaps I'm not using the correct tool.

Any suggestions on how to straighten or smooth the edges so that the mesh is smoother?


texts: How can I export my blender model as a python script

texts: I am using Blender 2.77. When we select File > Export from the menu, the default export options Blender gives are .3ds, .fbx, .bvh, .ply, .obj, .x3d/.wrl, .stl, .svg formats. Is there any add-on or any way that would help us export our model as a python file(.py)?


texts:
There's target object and cutter object, boolean modifier can work for one frame, but how can I use animation node to cut the target with cutter object and keep the all history cutting. I have tried almost all nodes, can't find the solution.

Expected result:

You may think why not using a invisible full size object to cut it. A case is CNC simulation, engraving a human face like a coin.


texts: Curious to Know Official Names and Meanings of Various Properties (Custom, RNA , ID, etc.)

texts:
I sometimes find it difficult to recall what type of properties a Blender user or addon has, as well as what choices it brings. ("Set Driver", etc.)
I know there are clear differences between how to add new custom properties, but I'm still not clear on what the meaning is of things such as ID property, RNA property, or custom properties, when a Blender user referernces them (In forum or here).
Property A: We can add new property of obj, armature, or any IDdata,
obj['prop_a'] = 3.0 #(I added prop_a for current active obj)

https://docs.blender.org/api/blender_python_api_current/info_quickstart.html#custom-properties
In this document, it is called a "Custom property".
We can access this property by using a dictonary key. But we cannot access it by "obj.prop_a".
Then:
PropertyB: use bpy.props then add it for object
bpy.types.Object.prop_b = bpy.props.FloatProperty(name="Test Prob")
bpy.data.objects["Cube"].prop_b = 0.5

https://docs.blender.org/api/blender_python_api_current/bpy.props.html#module-bpy.props
In this document, the property is called a "custom property" also.
If it has no RNA_UI, then we cannot edit values such as min, max, etc. It is labelled as "API defined".
So what is the formal (or official) name, when we distinguish these properties for general use? And while hoping to find clear documentation which guides us about these distinctions and details to a greater extent (so that we can make a script)?
And I often see users make offhand reference to custom properties, ID properties, or RNA properties. But which is which? I'd really appreciate if someone could elaborate on this (or tell me a link which can guide me toward getting a better understanding of these things.)


texts: Using texture data from texture properties as node data in Cycles

texts:
either I'm clearly missing something or I misunderstood the concept, but I hit a wall with something that should be pretty easy (provided it is already implemented in Blender).

I'm basically creating a 'stencil' (for lack of my imagination or better word for it) for character creation in which all the fine skin details such as pores and scars are procedurally generated with displace modifiers.

Almost all of these modifiers are fed with distorted noise procedural textures from texture properties - it is done like that for a quick change of attributes and randomisation on each character.

So far it's working like a charm as it creates great results when combined with vertex group masking. BUT! What I want/need is to use this texture data as a mask in Cycles nodes in terms of color differentiation for these moles, scars etc. We already have Basic noise textures in Cycles working just like that and we have all the texture information needed in Texture properties, yet I can't find a way to connect it to Cycles.

I know I can use it as a brush stencil, paint it onto a plane and save it as an image, but A) it loses the randomisation possibility and B) it only works when the displace Texture coordinates is set to UV. So this is not the way to do it. I'm either thinking of somehow projecting the texture color on a character and baking it (but I can't feed it to shader), creating a complex shader node that does and contains everything that Texture properties do (which requires a peek in the correct code) or using some kind of a script (but I don't know where to even begin).

The easiest way would sure be just to find a way to access this texture data in Cycles nodes, but I'm starting to believe it simply can't be done right now. I'm using and have tried to find solution in Blender 2.80.75 and Blender 2.79b. Any help or insight would be appreciated.

Cheers, Martin


texts: Blender 2.91.0 Cloud add-on shows no thumbnail images in the Texture & HDRI Browser

texts:
I've recently joined the Blender Cloud community. I've added the Blender Cloud add-on and connecting using the Blender ID addon. I can access the Texture & HDRI Browser and download textures but there are no thumbnail images.
Blender Version: 2.91.0
Blender Cloud add-on: 1.16


texts: How do I change the End Frame in an animation without changing the max frames in other animations within a character?

texts:
In the dope sheet I selected Action Editor in the dropdown menu to animate my character with multiple different animations and they all take up different amount of frames. But when I change the End Frame of one animation, it changes all the other animations' End Frame to the one I inserted to that one animation.

Is there a way to change only one animation's End Frame?


texts: Breaking a cylinder into sections in blender

texts:
I need to know how to cut a shape up into separate sections, for example, how can I cut a cylinder in half, so that I can animate the different sections pivot points, thus the cylinder opens out.

With a cube before I've been able to just duplicate it 7 times, however with a cylinder I need it split in half and into other smaller sections.


texts: How to? Smoke Simulation Pressurized Steam

texts:
Can anyone suggest the best method of creating Pressure Steam in Blender? I have tried Mantaflow with little luck.
here is a source image I am trying to emulate.
thank you all.


texts: Viewport shading only for selected objects

texts:
Is it possible to have different viewport shadings for the different objects in the scene based on, say their selection?

i.e. in Maya I can set my viewport objects all show in wireframe, except the currently selected one, which shows in shaded mode. Is that possible in blender?


texts:
Not new to 3D, 25+ years in various applications. Now switching to Blender. I am wondering if the UI difference is too big to buy training classes that are in 2.8 and do them in 2.9? In other words, will I waste a lot of time because things have switched between 2.8 and 2.9?
Thanks!


texts: light not passing through a transparent object in eevee render engine

texts: light not passing through a transparent object in eevee, is this just a limitation with eevee or am i missing something, I actually have a car model and i want the light to go through the windshield, but the windshield is just casting shadow. why????


texts:
When downloading a texture from any site there are plenty of maps option. Now how can I know which maps I need? In other words, What are the difference between each and every maps?
If there is any tutorial then plz suggest.
Thanks in advance !!


texts: Are there more standard patterns besides diamonds which will preserve quad only meshes?

texts:
In order to bridge two edge loops having an unequal number of edges the diamond pattern can be used. Video tutorials by Jonathan Williamson.

Are there more patterns that preserve the quads?

Steps:

Select 3 vertices (Image 1)
Merge at Center
Select another 3 vertices connected to the ones selected in step 1.
Merge the in 3. selected vertices. (Image 2)
Remove the superfluous (single edge) edge loop (Image 3, to illustrate how the edge flow is redirected)


texts: SCULPTING - Blender 2.8 "emulate 3 button mouse" disables ALT+LMB

texts:
Im using a graphics tablet, therefore I have "Emulate 3 button mouse" enabled in the preferences.
However if I want to sculpt on multiple objects at the same time, I cannot use Alt+LMB   to change between objects.
Its pretty lame to go back to object mode and set another object into sculpt mode for each change I need to make.
Maybe there's a workaround that you guys can help me with.


texts: Render Camera sees only what it wants to part 2

texts:
I created a dashboard for car model, then used it to build the instrument panel proportionately, completed the build, then clicked on Render Image and only the Dashboard was visible. what would cause this? This is what it looks after the supposed render
No instrument panel even though it's there before I click on Render Image


texts: Is it possible to slide and straighten edge loops simultaneously?

texts: My character's sleeve mesh has a number of edge loops which aren't perfectly in the YZ plane (in other words, there is some X deviation and the edge loop doesn't look like a vertical line from orthogonal Y view). Currently, each vertex and therefore edge is already placed optimally. I would like to straighten these edge loops, but scaling X=0 would cause the vertices to jut out undesirably and edge sliding seems to be a manual adjustment only (e.g. I'd have to repetitively select points to slide and manually slide them to a "straightened" position, as I did with the loop in which I've selected a vertex). Is there a tool which will allow me to do these simultaneously, thus preserving the edge positions of the current mesh while also straightening out each edge loop? Thanks!


texts: how to paint using stencil mode directly in image editor

texts: is it possible to paint directly on the image editor but using texture with stencil mode. My object is a cylinder and if i do stencil paint in 3d viewport, i have to go around the surface and because it's curved the texture got stretched/distorted so i think it would be practical just to do the stencil in image editor where the cylinder has been unwarped evenly. But seems i can't do the stencil in image editor , am i correct?


texts:
I have been having a problem with a smoke simulation that falls apart after about 60 frames, and I can't for the life of me figure out why. For the first part of the simulation the smoke looks as I would expect but then it falls apart. The smoke is being produced from a particle emitter set to produce 1500 particles for 15 frames. It is for a train smoke simulation, and the domain is parented to an empty that the train is also parented to and begins to move at the time the simulation starts.
There are wind force fields - turbulence and wind. But removing the turbulence made no difference. I've done everything I can think of - including using a single emitter which actually was worse. It looks like there is an animated force field - something I definitely didn't do deliberately and cannot find anywhere anyway.
I just can't understand why it breaks apart the way it does. Note the screen grabs...the first picture shows what the simulation looks like just a few frames after the one on the right.
Has anyone seen this before? Can illuminate?


texts: Blender Sculpt brushes don't function properly

texts:
I have a really hard time explaining this, but I'll try.
My Brushes don't work flowy and soft like they did before, they just make really weird strokes. like multiple sharp edges or bumps instead of one single smooth line, and i really can't do anything like that. Every brush has the problem of not working precisely and just make the weird sharp stuff all over the place. The only thing still working is smooth. I already tried a lot with resolution, Dyntopo and stroke adjustments, but nothing helps.
The problem started pretty sudden, I noticed immediately when i started sculpting. I updated my blender version, but that doesn't help either.

I added a picture, where i tried to draw a single line with SculptDraw in the mouth area.

I'll hope someone can help or explain.


texts: Why does a black box appear in the render instead of a window when using the Archimesh add-on?

texts:
My window looks fine in the viewport. But when I go into into rendered mode, its just a black box.
Viewport:

Rendered mode:


texts: Live Audio-reaction to external input in Animation nodes?

texts: Is it possible to control animation nodes using live audio from external input such as soundcard? (eventually to be able even to perform live with blender)


texts: How can I create Light Streaks in Cycles?

texts:
I'm trying to make a light paths like there:

To achieve this light threads (streaks) I used a particles emmiter with shining icospheres and motion blur shutter like Andrew.

I got this result:

First of all I wish to get full path of the light: from rising to falling.
And the second I wish to see the half circle path, but not the angle like now.

Maybe I should use another way to achieve the reference?

Blender 2.75, Cycles


texts: Smoke simulation only rendering when I apply smoke modifier

texts:
I was able to render the scene without applying the modifier before but after some fiddling with the smoke material, some weight paints in the scene, and rebaking, the smoke stopped appearing on the final render. It only appears again on the final rendered image after I hit apply to the smoke modifier. The problem is when I apply the smoke modifier, the smoke becomes more intense and seems to take the shape of its domain.

Update: Okay, it seems like the smoke will render and stay intact if I just apply the flow object modifier but I would still like to know why it stopped rendering before I apply the modifier

These are my domain settings

My domain material settings


texts: Problem of selection after a subdivision surface

texts:
I can't understand why, after the apply of my sub surface, when i try to select all the mesh with a, the result come out is very weird (never seen before). From this

Clicking a

This is the file. Try to apply the modifier and select all the mesh with a. What could be the problem?

I can't figure out. Thank you


texts: Why cant I see some edges that are selected?

texts: It looks like I can see edges that are more highlighted, but I can't see those that aren't.


texts: Why are the colors from color ramps dimmer than what you pick?

texts:
If I input a color in a color ramp, and set the ramp to constant, the colors do not come out exactly like the input. They are grayer/darker.
Example:
On my color ramp, the yellow input is "#FFF763", but the output is "#cecb6d"


texts: Creating a 3D printable 2- part mold which are separable for a curved shell

texts:
My Question is about creating a 3D printable negative mold for an irregular concave mesh/object which has an outer convex and inner matching concave surface with irregular outline/edge.

I have made a mesh surface solidified (using knife tool, boolean modifiers, solidify) which will cover a curved defect on a model (like a lid).

I want a mold (negative)for this object which is

2 part and separable
Which can be 3D printed

I read multiple tutorials on creating a 2-part mold for objects most of those objects are convex on both sides. They work like charm for something object like "()" but not for something that is like "((".

I am having troubles to have matching concave surface in one mold and convex surface in another mold and both when put together we will have a space between then matching the object attached.

These molds need to be 3D printable.

I will attach the blend file and the outline of the png (drawing of how I want the mold to be).

Blender file for the object:(for which I want to make a mold)
https://blend-exchange.giantcowfilms.com/b/5572/

The outline image file for the mold:  (The red and blue are two parts of the mold and the while space is an empty space matching perfectly the object above)
https://ibb.co/yp5LjGJ


texts: Driver transform channel for bone rotation

texts:
I am trying to calibrate a rig to make animation easier.
I am using a driver on a calf bone with a transform channel variable to read the z rotation of a foot bone in transform space. For some reason, the calf rotation driver with the transform channel variable for the z rotation of the foot bone shows a different rotation value than the rotation value for the foot bone itself on the properties panel (N) in the 3D viewport. Its still off even if I update the dependencies. This is very confusing because the driver reads 1.920 z rotation while the viewport rotation of the bone reads 0.18 z. Where does the driver get this z rotation value if it's not what's typed in the transform properties panel in the 3D viewport? Is there a conversion I need to use to get matching values so it's not so confusing? The foot bone is using quarternions because I need to avoid gimbal lock. What should I do? Thanks for any advice.

Edit: So I realized if I rotate the foot bone 90 degrees, the driver shows a value of 1.5708 (which is correct in radians) and at the same time, the quaternion value for the same bone and rotation in the properties panel shows 0.707 which is exactly half of the square root of 2. So if pi/2 = 90 degrees in radians (which is what the driver reads if I rotate the bone 90 degrees) what formula can I use to convert the 1.5708 into (sqrt (2)/2) like the quaternion value reads for a 90 degree rotation in the properties panel? It would make it a lot easier  to write expressions if the edit values were consistent. Has anyone even ever discovered a square root number connection with pi? Unfortunately radians are based on pi and I don't know of any formulas that can accurately derive pi from a square root. I didn't delve too far into trigonometry as you can tell, but can someone explain to me why radians are based on pi? Why not 180 degrees = 0.5 radians and 360 = 1?


texts: How to make grease pencil draws permanent?

texts:
I am using the grease pencil during animation creation to mark some specific places. However, some drawings dissapear everytime if I change to another frame.

Is it possible to make them persistent?


texts:
This appears to be a perennial problem. None of the solutions I've read here so far work when I try them on this very simple geometry.

I am trying to perform a Boolean Difference on Cube.001 using Cube.002

Whenever I attempt it, Cube.001 simply disappears.

I have checked for duplicate vertices, manifold geometry, and interior faces. I have set all normals outside.

What is it that I'm overlooking?

The .blend file is here: sdkfz3_15mm.blend


texts:
Is there anyway to keep bounce lights of scene when rendering in separate view layers?
As such I have a ceiling, 2 walls, and assets within
The assets within are affected by the bouncing of light on the walls, but in PS I want option to be able to toggle the walls, assets, etc
But in seperating them into their own view layers for render, the bounce light is no longer calculated because well, it renders them as if they are in their own void


texts:
our workflow for a job requires us to import alembic meshes from maya and render them in cycles.

I would like run a script that looks at the scene mesh names and assigns the corresponding material.

If the face sets and corresponding materials import with the alembic, would it be possible to assign materials based on the imported name so that materials can be assigned to groups too?


texts: Render Layers Without Displaying Them In 3D Viewport

texts: I wam new to blender. I have a large forest I would like to render. Blender gets extreme lag and usually completely crashes when I display the whole scene. I split the forest into multiple layers. Is there a way to render all the necessary layers without displaying them in the 3d view?


texts: Why are there square artifacts in my render?

texts:
Im working on a new Anime/Toon Material for all of my characters for a short film type thing. The main issue is that when I render I get these squares in the render that I don't see on the preview, or in cycles .
I want it too look like this and this is what the render preview look like

How do I fix this? here's the file
http://www.pasteall.org/blend/42587

The problem seems to be withe the solidify modifier but i need the "line" Effect and don't want to use blender freestyle as I can't get a good preview of the look without constant rendering, witch really messes with my workflow.


texts:
I created the following script.

import bpy

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"
    loop_count = 0
    loop_fps = 10
    _timer = None

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            self.cancel(context)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            print(self.loop_count)
            self.loop_count = self.loop_count + 1
            if self.loop_count > 150:
                self.loop_fps = 1

        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(1/self.loop_fps, window=context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.wm.modal_timer_operator()

First, count 10 times per second.

When the count exceeds 150 counts, the value of self.loop_fps is changed to 1.

In other words, after the 150th count, I only want to turn the loop once per second.

However, this script does not work, and it runs 10 times a second after the 150th count.

Can the update interval of ModalOperatorTimer be changed during the loop?


texts: How can I merge these faces more efficiently?

texts:
I'm trying to get a flat outside ring on this modified sphere for a 3d printing project. Currently I'm selected 3 faces at a time and then Delete (x) > Dissolve Faces (s). I don't mind the manual process but I would like to evolve my process for future use.

I'm trying to flatten this new faces to have a flat outer ring similar to an ibuprofen pill.


texts: Is there an addon for making the timeline BPM-based?

texts:
I've found one called Rhythm 1.0 but it seems it no longer exists. Anybody know of something similar?

Thanks!


texts: How to animate a soft object while it is squashed on the floor?

texts:
I need to animate a rotating soft object while it is squashed on the floor following the wavy shape of the floor.
Like in this video
https://youtu.be/cUsXyimUw6o?t=69 from 1:09 to 1:17
How I can do this?
Shape keys?
Physics?
Thanks


texts:
I have a basic cube mesh that i currently use as a wall

And a basic ball mesh deforming itself on it as my animation

How can make the cube invisible BUT keeping the interactions between the two objects as i render in cycles?


texts: How do I show the left hand side bottom box

texts:
How do I show the left hand side bottom menu which is present right after Shift-A added object Torus once
I've closed it?
It should be labelled Add Torus in this case.


texts: Parenting with automatic weights generates empty vertex groups

texts:
I created a character mesh using the manuel bastioni, and then wanted to use the rig created by rigify. I followed the steps as in this video:
https://www.youtube.com/watch?v=dYiAd_08-0k

When I parent the character mesh to the rig, there are a bunch of vertex groups created. But, when I click on any of them and click "select" in edit mode, no vertices are selected. This also means that the rig is not really skinned - no vertex moves along with the rig. I have looked online for other's having a similar issue, and none of those apply to this case (for e.g., scale transform is applied before parenting).

Here is a google drive to the blend file, saved right after I did the parenting. The metarig is present but hidden, in case you want try regenerating the rigify rig. What is going wrong?

My .blend file can be found Here


texts: What draws the Constraint menu completely?

texts:
I am working on recreating the UI for displaying constraints inside the tool shelf. What does not work is listing the added constraint values.

Below is the code I wrote based on what I found inside the constraint py file.

# CONSTRAINTS ---------------------------------------------------------------------------
class Constratints(bpy.types.Panel):
    bl_label = "Constratints"
    bl_idname = "Constratints"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Modeling Toolbox"

    @classmethod
    def poll(cls, context):
        return context.object and context.object.data

    def draw(self, context):
        layout = self.layout
  #      con = DATA_PT_constraints(context)
        ob = context.object

        layout = self.layout
        row = layout.row()

        row.operator_menu_enum("object.constraint_add", "type", text="Add Object Constraint")
        for con in ob.constraints:
            box = layout.template_constraint(con)
            if box:
                getattr(self, con.type)(context, box, con)

#        for con in obj.constraints:
#            self.draw_constraint(context, con)

This is the code I used to create this for modifiers:

# MODIFIER ---------------------------------------------------------------------------
class ObjectModifier(bpy.types.Panel):
    bl_label = "Modifiers"
    bl_idname = "ObjectModifier"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Modeling Toolbox"

    @classmethod
    def poll(cls, context):
        return context.object and context.object.data

    def draw(self, context):
        mp = DATA_PT_modifiers(context)
        ob = context.object

        layout = self.layout
        row = layout.row()

        row.operator_menu_enum("object.modifier_add", "type")
        row.operator("object.make_links_data", text="Copy Modifiers From").type="MODIFIERS"
        for md in ob.modifiers:
            box = layout.template_modifier(md)
            if box:
                getattr(mp, md.type)(box, ob, md)


texts: Is it possible to set Blender Selection Mode to left click selection via Python?

texts:
I was wondering if it would be possible to change Blender to left click selection mode via Python. The tooltip in 2.72 says the Datapath is UserPreferencesInput.select_mouse, but I am a bit lost on how to get there. Is it part of the keymap definition? If so, can it be changed via Python at all?

I am working on an add-on that changes quite a few hotkeys of Blender around in conjunction with Pie-Menus.

Any help here is greatly appreciated!


texts: How can see the margin of the collider in blender 2.8? Like see the dimensions of the object in wireframe mode, I would like see the margin of the colliders. Is it possible?


texts:
I'm trying to mute/unmute an IK constraint via Python, but unfortunately the change is not applied.

def update_function(group, context):
    pose = bpy.data.objects["Armature"].pose
    pose.bones["Gripper Core Bone"].constraints["IK"].mute = not group.enable_ik
    context.scene.update()

Any ideas what's happening? The "eye" icon in the properties menu does update.

I'm using the Blender 2.80 beta.


texts: Is it possible to set different textures and/or UV maps for the same mesh?

texts:
I'm part of a small programming company, and we're designing assets for our first game. My assignment at the moment is to texture this mesh:

I had to look up a few tutorials on how to do this as I'm still fairly new to Blender(as well as game design), but after a few hours, I managed to construct a decent UV Map.

Now, here's where I start to run into a problem. Most of the mesh is separated into different islands, but once I start to do some texture painting, I select the faces I want to color using the bucket tool, and somehow the colors overlap onto other islands.
[
I'm thinking this has something to do with the fact that each island in the UV Editor is relatively close to one another(and also that I have the bleed factor set to 5 pixels), but it also raised a question: is it possible to assign multiple textures to the same mesh, and if so, do I have to make separate UV maps for each texture?
Basically, what I want to do here is create separate texture images for different parts of the same mesh. Like for example, I need one image for the walls of the arcade machine, and then another for the joystick and buttons.
I apologize if this has been asked before. I searched the web for an answer, but I couldn't find a solution that fit my needs.


texts: How can I fix the top of this object so that it doesn't look so much darker than the rest?

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I'm trying to make coffee, but the top just looks so dark in comparison to the rest of the body.
It's like the bottom is super reflective and the top is very absorbant. Notice the darker part looks like some sort of lid laid on top


texts: Images with Alpha look different when layered in compositor compared to Photoshop

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I'm struggling to get the same result in the Blender node editor when layering images with transparency, to the result I get when doing the same in Photoshop.
The Blender result is shinier/washed out compared to the result from Photoshop (see below).
The blend file can be found here:
https://drive.google.com/file/d/0B54MopLgZnccM2VnVWVTLUxlNUk/view?usp=sharing
I've played around with Premultiplied and Straight Alpha, tried 32 bit pngs, mix nodes and Alpha Over nodes, and pulling out my hair, but haven't been able to find the answer.

Thanks for any help!
Mark.


texts:
I am doing this tutorial and between 16:00 and 20:00 min this part with the crease is modelled.

Now every time he extrudes some part of the mesh like below he says he has to scale the other axis to get it even on the other axis. I don't understand this.

when I take this "matcap" view the right part looks a bit strange is not it ?

here is my blend file. If someone would like to take a look if I have done this part of the modelling ok it is appreciated :)


texts: Exporting Images/Movies to Final Cut Pro X to apply LUTs

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i want to export my blender renders (doesn't matter if videos or image sequences) to Final Cut Pro X to apply LUTs on it. Now I'm not quite sure which rendering and output settings give the best results to me respectively are meant to be used for this. I'd like to get media like produced by log modes of HDR cameras. Should I use "linear raw" in the color management or is "Filmic Log Encoding Base" the better choice? For the look I should choose "none" because the others give me results with already applied LUTs, right?

I hope you understand my problem and I apologize for the awkward explanation but I'm new to this color grading stuff and still on the very beginning of my journey.

Thanks for your help!

Best Regards,
Janek


texts:
Hi I have a simple model of a person and rigged it to make a walking animation. However, if I pose the skeleton, the legs stick out of the clothing as shown below:

I've tried messing with the weightings so that the clothing vertices respond more to the bone and the leg less so but this didn't work. Do I need to create more bones for parts of clothing or is there a more elegant solution?

Thanks


texts: Boolean not working for all faces in an object

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Blender 2.79b, Win7/64...
I've combined several mesh objects into one (using Join) in order to operate on them all with one Boolean shape without having to duplicate lots of modifiers (and other things).

However, at least one part of my new combined object seems to ignore the Boolean modifier. Here's the object:

I've highlighted the part which doesn't get Booleaned.

Here's the result of Boolean intersection with a scaled cylinder:

Also, note that the corresponding component on the left side is completely absent when the Boolean modifier is applied.

For completeness, here's the Boolean flipped to Difference mode. Again, one of these components is absent, and one is unclipped, but the other way around from the Boolean=intersect case:

So, I'm wondering... These components are identical, and so one was a copy of the other, flipped and translated. I didn't apply the location or rotation before joining. So I'm thinking that maybe when the Boolean modifier is active, one of these components is correctly clipped, but the other one is flipped and translated to be on top of the first one, and is missed by the Boolean modifier. Maybe.

However, what I'm missing is understanding how the rotation and position of components can persist even when they're all combined into one object. And more importantly... how to fix this! I tried separating by loose parts, then applying position and rotation to those two components, then re-joining, but it didn't change anything.

Or maybe it's nothing to do with rotation and position, but there's some strange property of these polygons...?

Ideas?


texts: (Placement of hair)Hair particles ignores Weight Paint and Vertex Groups

texts: I'm trying to add hair to my model in Blender, but when I try to make the hair emit from only one place by using the tools in "Object Data: Vertex Groups" or by using Weight Paint, the hair doesn't move to where I painted, but stays in the same place. I tried using both version 2.67 and 2.72. What am I doing wrong?


texts:
Below code is just get bone euler_Angles.

import bpy
pb = bpy.data.objects["Armature"].pose.bones["Bone001"]
rotate_x = pb.rotation_euler.x
rotate_y = pb.rotation_euler.y
rotate_z = pb.rotation_euler.z

But this angle show local axis.

And in blender, if bone rotate on global axis, properties shown rotate values as local.

How can i get global axis rotate?


texts: Texture baking turns part of my object black

texts: I'm trying to bake a texture of mine, but it keeps making the circular window fully black, I'm not sure if it is a problem with the mesh, any idea how to fix it?


texts: Wireframe of top and bottom caps on cylinder

texts: I have a vertical cylinder and I want a wireframe on just the horizontal circular outlines around the top and bottom caps. However, when I apply the wireframe modifier, it wireframes not just these, but also each of the vertical edges around the outside that make up the faces of the circular shape around. Is there an easy way of getting just top and bottom?


texts: Getting separate body parts from a Makehuman object file

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I have the object file for Makehuman, which is basically an open source human body mesh.
For my project, I need its individual body parts. Now, I can do this by manually selecting the corresponding mesh vertices in blender (which I have managed to do).

An obj file would typically look like:

v -0.3110 7.3315 1.4107
v -0.3481 7.3465 1.4062
v -0.3095 7.3456 1.4117
v -0.3487 7.3574 1.4039
v -0.3080 7.3566 1.4103
....

Now, I want to segregate this obj file so that I can get the vertices and edges corresponding to the selections. How can I do so?
PS: I also need to preserve the global indices in the segregated mesh files, so simply deleting off the unselected parts and exporting to a new obj file isn't an option.


texts: What is the best topology for this odd shape?

texts: The existing mesh works, but its a mess, not a mesh ;-)


texts: I have AMD Rayzen 5, Zotac RTX 2060, 2X8 GB DDR4 - 3200 and 500GB SSD. How do I optimize it to run the playback at 60FPS? Or is the system not powerful enough?


texts:
I'm using blender 2.8 and when I tried to sculpting there's no change in my object. In the video I watched, he was able to do it with the Ctrl key without turning on the dyntopo.

It didn't happen when I tried, so I tried to open it up. But even if I opened the dyntopo, I couldn't make any changes to the surface of the object.


texts:
Help!

I've searched on the internet for this issue but I can't seem te find it. So hopefully you can help me.

I have build an object in Blender, I want to give it texture and color so it can be implemented in Unity.

As soon as I unwrap the object, added an image texture and give it a beautiful pink colour.

then, added nodes.

I hit the button "Bake". The whole thing turns black.

It even happens with the default box.. What am I doing wrong?


texts:
So I have a mesh model obtained from google maps data and we are using it for large-scale site representation. We typically combine architectural models with this google maps data and put up on sketchfab. However, Sketchfab only takes max 100 materials and my current model is sitting around 300. Is there a way to combine these materials? I dont have to combine all of them into one massive texture as long as i can get the materials number below 100. I saw that people bake these combined materials onto a single map but i tried and have crashed out my computer numerous times. My rig is i9 GTX 3090TI with 128gb ram so i don't think getting a beefier computer is a solution.
Any help or advice is welcome :) See below some images of the project.


texts: I just purchased a new computer which has Windows 10 Pro installed on it - my previous computer had Win 8.1.  I installed my Adesso T10 graphics tablet driver, etc. but have run into an issue where the tablet stops responding after about a minute while in Blender.  If I exit Blender or go to another program the tablet is working fine but when I switch back to Blender it stops working . . . any ideas?  I've reinstalled the drivers and have the latest version of Blender as well . . . .


texts: how can I use light nodes for lights in Blender 2.9?

texts: how can I use light nodes for lights (not emission shader for objects) in Blender 2.9 in order to control the color of the light with blackbody shader?


texts: Dynamic Paint to select vertices in edit mode

texts: Is there a way to use Dynamic Paint to make a selection of vertices to then be able to delete in edit mode. I would like to use a brush to accurately select a specific shape from a dense mesh. Thanks in advance for any help.


texts:
I’m using animation nodes to randomize texture coordinates when the frame changes. Its working well, but I’d like to have it only update every nth frame, like not change for 15 frames or so. I’ve tried using ‘min time difference’ but that doesn’t seem to have an effect.

I’ve got the node tree set to Auto execution, and ‘frame changed’ is also checked (always, tree, and property are off) the min time diff is set to .5 which seems to be .5 seconds. I would think this would make it update only every 15 frames (at 30 fps) however the texture is updating every frame… how can I delay the change?

I know this can't work as shown, but here is what I've got. The viewer on math node show the frame it should wait for: 20. but I'm not sure how to get that to happen. once it gets to 20 it should pick another random frame by adding the the current time with the random number output, and so on.


texts: Orange in timeline, playblack won't go to frame 1

texts: I've accidentally set some markers in my scene, and now Blender has locked on to a section of my scene. Please help me remove the markers! Thanks.


texts:
How can I 3D print a solid object?

I am trying to create a coin. I have built a model and of course it's just a wire-frame shell. 3D print services tell me that some faces are too thin. I need to fix that and I would prefer to fill it and make a solid.

Anybody know of a software or process that can convert the file to a solid for printing?


texts: Blender dosn't interpret the Colorspace of the imported Image in the Compositor correctly

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I am facing the following problem:

The imported image from the explorer, a 16bit PNG file, is not showing up in the correct colorspace (I think) in the compositor

It's a PNG, so it has sRGB colorspace, I don't understand what is wrong with this simple manipulation.

Here is a simple step to reproduce this:
Do a render in PNG16bit, import it in the compositor, compare renderlayer with imported result


texts: I would like to customize the mouse-over tooltip to provide me with more detailed info about nodes and other things. Is there a relatively easy way to do this? I'm not a coder.


texts: Normals and vertex normals are correct, but faces are showing black in render

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I imported this FBX and some faces on the model are looking weird.
The normals and vertex normals are correct... I already cleaned "custom split normals data" but the problem still exists... What could be wrong with the model?
Thanks!


texts: Pose mode- can't change transform location of root bone?

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I'm able to rotate and scale the root bone of my armature in order to affect my model, but changing its position does not appear to do anything. The location appears to be changed, looking at the bone's transform, but it does not visually affect anything.
-location is not locked
-Auto IK is not on
-manipulate center points is not selected
-duplication in object properties is set to none


texts: Subdivide Mesh Based on Displacement Map

texts:
Using microdisplacement in Cycles can take A LOT of subdivisions that are often wasted on flat parts of a scene which don't require many subdivisions at all. Take the brick texture at the bottom, for example. The white areas require hardly any subdivisions at all; extra geometry is only necessary for the transition between the black and white areas, but if I just use the subdivision surface modifier, my faces will be split uniformly, adding unnecessary vertices that will slow the render down.
Is there any way to subdivide the mesh only in the areas needed to perform the microdisplacement (built-in or addon)? I know that the Dyntopo function does something similar for sculpt mode, but I haven't been able to find a tool for this purpose.


texts: Camera slows down zooming into an object while in viewport

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I have been encountering an issue where the camera zoom slows down then completely stops moving before I reach an object which I'm trying to zoom into.
I'm not too sure how to fix the issue and I've searched the web but still struggling to fix the problem.
Thanks in advanced


texts: How to translate a bone with IK in pose mode using the python API

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I create an script that loads a .json file, which contains the joins and bones positions, and create a skeleton with IK based on that information. Everything works as it should be, however, when I am in pose mode, I can rotate my selected bone trough the the python API with the following command:

bpy.ops.transform.rotate(value=radians(-45), axis=(1,0,0))

The following image shows the result of the rotation on my torso:

the command above will rotate my selected bone as I wish. The problem is with the translate function, when I translate the bone trough the User Interface, everything works perfectly (even the Inverse Kinematics), so I was wondering what command should I perform in my script to achieve the same effect in translation that I achieve with the mouse (clicking G, then move the mouse cursor, left click), like the following image:

So I am really looking foward for a way to achieve this effect trough python code, without the UI interaction. By the way, the following command does not work (I do not know why tough) bpy.ops.transform.translate(value=(1,0,-5)).

Just another question that could solve all of my problems, is there a way to see what commands is the blender UI applying to the skeleton so I could just copy the command of whatever I am doing to the script to achieve whatever I desire?

Thank you so much.


texts: How to activate smoothing in bgl (opengl)?

texts:
All is in the title. I'm not able to make smoothing work, when drawing on a texture.

Here is the code before the drawing:

bgl.glDisable( bgl.GL_SCISSOR_TEST )
bgl.glViewport( 0, 0, imageWidth, imageHeight )

bgl.glMatrixMode( bgl.GL_PROJECTION )
bgl.glLoadIdentity()
bgl.gluOrtho2D( 0, imageWidth, 0, imageHeight )
bgl.glEnable( bgl.GL_TEXTURE_2D )

Then:

    bgl.glClearColor( *defaultColor, 0 )
    bgl.glClear( bgl.GL_COLOR_BUFFER_BIT | bgl.GL_DEPTH_BUFFER_BIT )

And:

                bgl.glEnable( bgl.GL_POLYGON_SMOOTH )
                bgl.glHint( bgl.GL_POLYGON_SMOOTH_HINT, bgl.GL_NICEST )
                bgl.glBegin( bgl.GL_POLYGON )
                ...

But the result is:


texts: I'm following a tutorial (you know the one) and the spotlight isn't working.. Also, I think somethings wrong with my flooring because ever since I added it in it didn't have any light hitting it? It may just be the spotlight full stop though.


texts: linked mesh data without linking material data?

texts:
I know I can make a linked duplicate with Alt-D
But can I unlink the material while keeping the mesh data linked?

So that if I go into edit mode and edit one of these tiles, they all get updated, but I can still change the color of each tile individually?


texts:
I want a button to open a specific file, so I tried open_mainfile as an operator, but I cannot seem to pass the file as an argument for the operator using the row.operator("wm.open_mainfile").filepath solution. Here's the code I run from the Text Editor:
import bpy

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Layout Demo"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

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

        scene = context.scene

        # Create a simple row.
        layout.label(text="Open a file dialog:")
        row = layout.row()
        row.operator("wm.open_mainfile")

        layout.label(text="Open a file directly:")
        row = layout.row()
        row.operator("wm.open_mainfile").filepath = "C:/path/to/my/file.blend"

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

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

if __name__ == "__main__":
    register()

To me, both buttons open the same file dialog.


texts: Weight painting doesn't work properly if bones are moved

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I am following the RPG graphics tutorial  to learn how to rig and animate a body(Although I am following on blender 2.8). Everything has been going fine up until the weight painting. Now, the weight painting works fine if I don't modify the pose in any way. But if I do pose the model and try to paint, blender acts as if I didn't modify the pose at all. I can have both arms up in the air, but I will have to paint as if the model is in the resting position. Does anyone know what can be causing this?

The tutorial

Blend File


texts:
I have created a number of python nodes inside my own tree. I have one node that takes one input and has a button called "Simulate". This is an operator that is held in another file. Currently all it does is print some text.

The code for my output node is:

class SimulateNode(Node, CrowdMasterTreeNode):
'''The simulate node'''
bl_idname = 'SimulateNode'
bl_label = 'Simulate'
bl_icon = 'SOUND'

def init(self, context):
    self.inputs.new('CrowdSocketType', "Crowd")

def copy(self, node):
    print("Copying from node ", node)

def free(self):
    print("Removing node ", self, ", Goodbye!")

def draw_buttons(self, context, layout):
    if self.inputs['Crowd'].is_linked == False:
        layout.enabled = False
    layout.scale_y = 1.5
    layout.operator("scene.cm_run_simulation", icon_value=cicon('run_sim'))

def draw_buttons_ext(self, context, layout):
    layout.operator("scene.cm_run_simulation", icon_value=cicon('run_sim'))

def draw_label(self):
    return "Simulate"

I have an input node that supplies an integer:

class IntegerNode(Node, CrowdMasterTreeNode):
'''The integer node'''
bl_idname = 'IntegerNode'
bl_label = 'Integer'
bl_icon = 'SOUND'

Integer = bpy.props.IntProperty(default=3)

def init(self, context):
    self.outputs.new('NodeSocketInt', "Integer")

def copy(self, node):
    print("Copying from node ", node)

def free(self):
    print("Removing node ", self, ", Goodbye!")

def draw_buttons(self, context, layout):
    layout.prop(self, "Integer")

def draw_buttons_ext(self, context, layout):
    layout.prop(self, "Integer")

def draw_label(self):
    return "Integer"

How can I pass any data from any node connected to that output node to the operator?


texts:
I am using Blender 2.78, default startup file.  Repeatable crash on the following steps:

Open Blender
Switch to Video Editor window via dropdown box
Add a movie (with audio and video)
Select the audio track of the movie on the editing track
Blender crashes/quits

Anyone else ever use the video editor successfully?


texts:
I don't want to go to rendering mode thanks for help.
I'm using Blender version 2.82.
The HDRI is visible in the render mode.


texts: Blender 2.83 crashes when deleting the default cube with OpenCL GPU Rendering (Revenge of the default cube?)

texts: I wanted to try out GPU rendering with my AMD R9 Fury GPU. The Problem: When I enable OpenCL and GPU rendering and try to delete the default cube in the rendered viewport, blender crashes. When I hit F12 to render, my whole PC locks up and gets stuck in a boot loop. Is this a bug or a problem with my GPU?


texts:
Shift animation.
How to copy an animation from one object to another, and make a shift for each animation?


texts: How to create a strip that conforms to the curvature of another part of the object

texts:
I’m trying to make a treasure chest in blender. I was working on the metal rings that wrap around the led of the treasure chest when I stumbled on a problem with the mesh. Here’s my problem in this screenshot.
The problem only happens when I delete the bottom half. And here is my blend file https://pasteall.org/blend/eeb55cc003f24288b1012da0e63ce90e
(edited) I opened the blend file again and I found out that the normals were messed up. and pressing Shift N don't help.


texts: How I model a vacuum package of meat using Blender?

texts:
I am trying to model a "Vacuum Packed Meat without Tray Inside" package, like the ones in the following example. Packaging must have the same creases / folds as the real ones. More like the third.

I have already tried to create using physics simulation and cloths, creating a large object like a cloth on the outside and a collision object on the inside and using a force with negative value (Strength: -100) within the cloth object. But the packaging does not look like it is in a vacuum. The following figures show these attempts.

Another alternative I tried was using shrinkwrap, but with this modifier the packages are without creases and without folding. And the following figures show these attempts.

What would be the best way to model this?

Can you help me ?

I'm using Blender Render Engine.
My main intention is to recreate the folds true to the real shapes.

Thanks in advance.


texts: Multiple extrusion on selected curve objects using the Option (alt) key

texts: In Blender 2.80 I was able to extrude multiple curve objects, including text and imported SVG files by simply clicking and dragging on the Geometry Extrude field while pressing the Option (alt) key. That feature seems to be broken or removed in version 2.81. If I press the Option (alt) key then the field for the parameter freezes. Did they changed the way to do this?


texts: I just finished making my first intro in blender, and when I click animation it only renders the text for the first frame and the clouds for the first frame and then stops rendering, I have a few screenshots that could help solve the problem.


texts: How to make an item transparent but keep the shadow of it

texts:
I have a project where I need to see light rays. I have a light source which is a sphere :

Over it I have an Icosphere where I removed some faces to let light pass through it :

I wanted to enhance the light effect by making it glossy a bit.

Over all of it i have a simple sphere where i use this node

With this setup and a sampling of 512, I got this result:

I need to keep the rays but hide the icosphere so the light source and rays remain visible. Is it possible to do it?


texts: Blender 2.9 Rendering Same Frame of Animation Repeatedly

texts:
I've seen this question before but I'm not having any luck with the advice so far.
I have a simple 100 frame animation. It uses the Wiggle Bones add-on and everything animates correctly in the viewport. However, when I select Render Animation, it just renders Frame 1, 100 times. I'm truly perplexed. Here's the link to the .blend file.
https://www.dropbox.com/s/fnozllg0p9vy54l/Spider2.blend?dl=0


texts: Is it possible to paint an object inside with one texture and outside with another?

texts:
I have a tooth model. I want it to be white outside and (any) voronoi texture inside.
Is it possible?

tooth model

tooth model with materials

How to ger rid of those red things? They're caused by boolean modifier


texts:
I downloaded the compound collision change example from blender demo files and just added a cube with a rigid body in there.
It does not fall at all.
I tried to delete bake and baked again -> same result
What am I missing here?
Blend file:

result of moonboots answer:

here my new blend file with moonboots proposed changes:


texts: Geometry Nodes: How can I make some instanced object disappear when they reach a Z-scale of zero?

texts:
I have a geometry nodes setup that adds instanced cylinders across a circular plane - I'm using a vertex proximity modifier (driving attribute "Displacement") and a sample texture node to control the scaling (driving attribute "Disp") - I'm doing this by mixing between an attribute fill that has a z value of 6 (first attribute in the chain, "scale"), and an attribute fill that has a Z value of c (second attribute in the chain, "scale2"). Right now there is flashing when an instance reaches z scale = 0 because the top and bottom surfaces of the cylinder are fighting between one another. They are also flashing because they are fighting with the surface the the entire geo nodes objects is on top of.
Is there a way to make instances that reach a z scale of 0 to disappear completely? If not, is there a more efficient way to drive the z-scale of the instances, rather than the way I'm doing it (mixing between "scale" and "scale2" attributes, "scale2" having a z scale of 0) Thanks in advance for any advice


texts: source for The Mesh extra objects addon in latest version?

texts:
Been trying to make dice using this: How do I create an 8 sided die from one object?

But I can't find the menu where you choose the shape of the object! Does anyone know how to do this in the latest version?

Would appreciate any help :)


texts: Randomizing the starting frame of an image sequence on a per object basis

texts:
I'm trying to have the frame offset of an image sequence be randomized on a per-object basis.
Essentially, make it so that for every instance of the material, it starts from a different frame.
I know it's possible to make duplicate materials and change the offsets to random values by dragging the mouse, but I'm having hundreds of these and doing that for all of them would be a massive pain.


texts: I'm trying to create something a bit like this. How could I go about creating multiple dashed holes, which follow a circular path, into a disc?


texts: When I add a loop cut I get this cross hatching effect. If I add one to the other side as well, then the whole object gets that effect. I've tried changing the shading from flat to smooth, and back. I've recalculated normals, I've removed doubles(0). It doesn't seem to affect the render at least, but i'm not sure if it'll affect anything else like the materials. Or is it just a random glitch that wont do anything else. I've restarted my blender and it didn't take it away either, so I'm lost.


texts: How to change the material of 1 or more faces of a object

texts: I would like to change the material of two faces of a cube to be glass as opposed to changing the entire cube to be made from glass. Is this possible to achieve or does each object have to be wholly comprised of 1 material?


texts: Diffraction of a wave passing through double slits

texts:
I am trying to create an animation of a wave propagating and passing through a double slit to undergo diffraction. The effect is something similar to the image attached:

I have played with the wave modifier and dynamic paint (canvas for wave plane and brush for slit), but the wave will just propagate through the slit with no observable effect:

I would appreciate any hints into how to achieve this effect.


texts: I am trying to export an object (above right), and I put 3D text (not a texture) on it.  But every time I export the glTF, the text does not come with it. Is there a way to get text, or is text not possible with the glTF format? In the image above, you can see the imported building on the left does not have the text, but I need the text to export.


texts: Can you weight paint UV verts to a bone separately?

texts:
So I'm making a female robot character with a similar design style to the classic megaman characters, but her eyes are going to be lenses instead of spheres. As such I was wondering if it is possible to assign skeleton bone weight to unwrapped UV vertices so it slides them over the texture without moving the physical vertices, as that would look rather odd.
Basically separating the UV vertices from the 3D vertices to form an effect not unlike that of a piece of paper with a circle cut in it moving over a picture.


texts:
I want to create blender add-on using QT framework, but couldn't find any information about how install it in Blender.
I would be grateful for any information!


texts: How to Export a BoxCutter mesh into a renderer?

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Blender beginner here.

I'm playing with MasterXeon1001's amazing BoxCutter add-on in Blender2.8, and I'm getting undesired results when I try exporting my cut-up model into Octane (see image).

Is there a certain process that I need to do while exporting for the exported object to look the way it does in Blender?  I've tried exporting as both an OBJ and an FBX, but have similar results.

Thanks in advance!


texts: I have a mesh plane, but it won't extrude correctly. I started Blender today, so I am completely new. Here are the pictures:enter image description here


texts: How to make a complex selection of an image over a cylinder top/bottom face and extrude to make a coin

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Right now I'm trying to sculpt a cylinder face that I have made with 200 vertices and a very subdivided triangle fan cap top, but this gets too laggy for my PC and it's still very ugly.

I wonder if there is a way to make a selection of an image like in photoshop and just bring out that part. I'm trying to make a coin with a logo on it to 3D print.


texts: How to make a circular array with a fixed radius. whose elements gradually scale?

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I used an array modifier with a scaled and rotated empty offset object. but there is no option for a fixed radius.

Then I tried dupliverts on an edge with a fixed radius, but don't know how to scale the duplicate gradually.


texts: Select objects in a specified region with python

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He there,

is there a way to select all objects in a predefined region via python?
Let's say i've got a complex scene and I want to select all objects that are located somwhere within the bounding of 0,0,-5 to 10,15,15
Just like the border select tool does but then within the given coordinates.
thanks already


texts: How can I change the directory used to cache BVH?

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Is there any way to specify where Blender saves the BVH cache files? It seems that it always goes to a folder inside my user profile (in my case, on Win7: c:\Users\username\AppData\Roaming\Blender Foundation\2.70\cache). I frequently run into system warnings and slow performance because the BVH cache files quickly fill up the available free space on that partition (almost 10 gig). I've got plenty of room on other drives but I cannot find a way to change the cache location...

Is that a bug?

Related: Is caching BVHs also useful for scenes where animated characters are acting in a static environment? The status text at the top of the render view does not indicate that Blender is rebuilding the BVHs for every frame (it only says "Updating BVH for scene" - but this takes far less time than the building for the first frame). So I guess this means it's working as intended but why is it creating upwards of 5 gigs of cache even for relatively simple scenes?


texts:
so I've made made an addon for blender, tested it and installed it on the target computer. On the dev computer, the script still is just loaded into the scripting Worspace and executed. But now I've made some improvements.
Do I have to uninstall the addon on the target system and install new version? Or can I just update the *.py files in the addon directory?


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As you can see from the image, the mushroom should be red but it appears wine and the white circles appears blue. I'm using a Diffuse Color on Texture Paint Slot

Edit: Answer below


texts: How can I select multiple parents and their children?

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I have a multi-object structure (parents and children). In the Outliner, if I select objects and move them to a collection, it will move the object but NOT the child. So I have to select the hierarchy before moving to a collection. But I have multiple objects with their own children. How can I select the parents and select their hierarchies? I can only select a hierarchy for a single object. So to move multiple object with children to a collection I have to repeat the process for each of those parents.
Am I missing something?


texts: Cant change objects' property - Writing to ID classes in this context is not allowed. location: :-1

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I can change object's property using operator or just pasting bpy.data.objects["BF_platform_twelve"].hide_viewport = True at the beigining of file or in python console, but i need to change object's property by changing drop down value only.
This works fine, but i need to get rid of button.

When im just checking value everything works fine except editing objects property
layout.prop(mytool, "my_enum")

if mytool.my_enum == 'OP0':
     bpy.data.objects["BF_platform_twelve"].hide_viewport = True #Writing to ID classes in this context is not allowed. location: <unknown location>:-1
     layout.prop(camera, "lens", text="Угол обзора") #This works fine

Error:
Python: Traceback (most recent call last): File "D:\desktop\BF_Default.blend\blenderfight.py", line 51, in draw AttributeError: Writing to ID classes in this context is not allowed: BF_platform_twelve,  Object datablock, error setting Object.hide_viewport  location: <unknown location>:-1
Full code:
import bpy

class MyProperties(bpy.types.PropertyGroup):
    my_enum : bpy.props.EnumProperty(
        name= "",
        description= "sample text",
        items= [('OP0', "Ничего", ""),
                ('OP1', "Квадрат", ""),
                ('OP2', "Двенадцатигранник", "")
        ]
    )

class Platform_Panel(bpy.types.Panel):
    bl_label = "Платформа"
    bl_idname = "Platform_Panel111"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "BlenderFight"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_tool
        camera = bpy.data.cameras[bpy.context.scene.camera.name]
        render=bpy.data.scenes[0].render
        cycles=bpy.context.scene.cycles

        layout.prop(mytool, "my_enum")

        if mytool.my_enum == 'OP0':
            bpy.data.objects["BF_platform_twelve"].hide_viewport = True #Writing to ID classes in this context is not allowed. location: <unknown location>:-1
            layout.prop(camera, "lens", text="Угол обзора") #This works fine

classes = [MyProperties, Platform_Panel]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
        bpy.types.Scene.my_tool = bpy.props.PointerProperty(type= MyProperties)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
        del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()