texts: Camera Align to View - CTRL-ALT-0 - does some really weird stuff

texts:
When I click on the Camera button, something really funky happens. Also, at random points, the hood from my lamp will disappear. I have even deleted the camera and added a new one and I can't make the camera align with the view.
My main problem here (aside from those symptoms) is that I can't set up any kind of render shot because the camera (either existing or new) will not behave.
Thanks.
I would love anyone's help. Thanks.


texts:
I have been designing a defense tower. I have a sphere that rotates around 360deg as it's default animation. I added two cylinders to it, one being the base for the guns, and the other being the actual gun. I plan to add another animation to as well.

The problem is that the gun cylinder(s) "Cylinder.003" are linked somehow. I used ⇧ Shiftd to duplicate the cylinder and I have 2 of the exact same cylinder. When I try to make my animation, both cylinders move, but I only want one to move at a single time. If anyone can tell me how to "unlink" these "linked" objects, it would be much appreciated. I am stuck on this project until I can unlink it.

Any help would be greatly appreciated.


texts: Random object transform in loop (Animation Nodes)

texts:
how can I use AN to transform bunch of objects from one position to another in random order? Right now it looks like this:

So all fragments moves at the same time.

Greetings!


texts: In Sverchok, how can I create a different parametric object at each vector in a list?

texts: I'd like to create a matrix, but each object in the matrix uses its index and/or location as parameters. As a simple example, let's say I want to create a matrix of spheres, but the diameter of each sphere depends on its distance from the origin.


texts:
Hey I'm super new to sverchok! So I'm trying to learn how you take two lines and interpolate them into a plane like they do in the example within the sverchok docs (https://sverchok.readthedocs.io/en/latest/nodes/vector/interpolation_mk3.html). However, the views of the node systems aren't entirely present in the pics and I can't seem to replicate the final plane. I can get the sine output, that much is easy enough. If somebody could show me how the second part of the example is done I'll send them a virtual kiss.
Thanks


texts:
Scene: A floor plane rotated at 45deg. A cloth plane rotated at 45deg and 1m above the floor plane. The floor plane uses a Collision Modifier and the cloth plane uses a Cloth Modifier; when I run/play the simulation/animation the slanted cloth falls onto the slanted floor (collides), and slides down the slanted floor.

Question: How does Cloth Friction work in a scene such as this (or any other situation)? I tried increasing the Cloth Friction, from 0.0 to 80.0, and I didn't see any significant difference in the speed of the cloth sliding down the slanted floor. I did see a change in the speed when I changed the rotation on the cloth&floor from 45deg to 35deg and 25deg -- the cloth slides faster when the floor has a steeper incline. However, I didn't see a difference in speed/motion when I increased the Friction to its maximum (80.0). I'd love to try to increase the maximum past 80.0 to see if it works, but I don't think it is possible with Blender. Is this expected/normal behavior? I would expect the cloth to slide down slower with a higher friction.


texts:
Blender has a wide suite of character making tools, but I have been having trouble finding an emotion-to-facial-expression "conversion tool".

Make Human is very realistic and has a wide variety of options that control genetic facial traits. However, emotions have to be manually encoded in the riggings (this is my understanding at least). Doing so in a convincing way isn't trivial.

Is there any tool that "renders" emotions? Namely, you input emotional descriptions or parameters of some sort and it will adjust the rigging of a make-human mesh or a even just it's own stock character?

Ideally such a tool would allow complex mixtures of emotions and animations. For example it would be amazing if you could specify “character is startled (a 6 on a scale of 1 to 10) from an event that occurs at a relative azimuth of 30 degrees. The startle shifts to grief over a period of [a default value that reduces the guesswork, but can be changed].” This is probably pipe-dreaming, but even a basic tool would be very helpful.


texts:
I've imported a file and it seems corrupted, it in not due to Blender.
But I wonder if this "corrupted" mesh is still usable or not?
Originally, it was a haircut.

When I switch to edit mode, nothing is shown and I cant use "make edge/face".
It says "more vertices are needed".

here is the file: http://www.mediafire.com/download/5sk6acagdbu7ea0/untitled.zip

EDIT: In fact,  the problem can't be solved in Blender itself, as the tool used to import/export the .m2 file will mess up the result in-game, even if it looks ok in Blender.


texts: I am trying to do a 3d model of a rabbit but it looks more like a balloon. I have tried adding more poly's and I have tried sculping but neither seem to work.


texts: Objects being deformed when in rendered view

texts:
I built the scene using EEVEE render engine. Now I'm changing to cycles to get a more realistic scene. Though when I go in rendered view, all the objects are being deformed in weird ways. Even those with no modifier are being deformed. Is there something I'm missing here? I've applied the scale to everything as well.

.blend file: https://drive.google.com/open?id=1KH0PIg_iS_uwfC4A-2Vv2LPLHDDuCj6Q


texts: Is it possible to make mirrored side of the mesh to appear in the uv image editor?


texts: The smoke domain is completely filled with smoke

texts: The domain is filled with smoke before the simulation started.


texts: Why is base colour wheel only giving me black as an option

texts:
I don't know when this happened but my base colour wheel doesn't want to cooperate to give me the colours that i want. The problem:

How do i get the colour wheel to show all the colours again and what did i do to make this happen? Thanks!
ps: Not sure if this is related but the animation i have for the + signs are changing alpha value from 0 to 1, using alpha blend as shown:


texts:
I'm trying to make a radial gradient to put a sunburst on this guitar body similar to this:

What I have so far is this node set up:

EDIT

So.....according to this reasoning if I set this up like this I should be able to get a blend between black pink and white in a radial pattern which still isn't even close to happening......any other thoughts
Worse still is I did find a clear shot of a sunburst guitar to do a UV projection but its the back and so the s curves are completly ragged and thats not going to get it.......sorry, had to use the answer section because the comments don't seem to have a way to post a picture.


texts: i tried finding Blender 2.79, but only found 2.79b in the official Blender website. Can somebody please help me?


texts: Im trying to get them to not overlap, but be snapped together. the center of the one i move snaps to the vertex of the idle one.


texts: How to properly import Image as Plane with Alpha Channel in Cycles?

texts:
I am making an 2-D animation using images-as-planes with alpha channel.  I am using the Cycles render engine. I am using Blender 2.75.

How do i properly import 300 dpi images, with alpha channel?

Thank you!

Edit: It seems there was a glitch with the version of Blender (portable) that i was using.  I have downloaded the newest (portable) version of Blender, 2.76, and the problem is gone.  I have posted my new PNG problem to another question!  I will leave this question up because Cegaton posted a valuable link, and maybe someone can benefit from it.


texts: How can I enable the Laplacian Lightning Generator?

texts:
The Laplacian Lightning Generator addon broke with some recent API changes, as reported in this bug.

Attempting to enable it results in this:

Traceback (most recent call last):
  File "/usr/share/blender/2.68/scripts/modules/addon_utils.py", line 294, in enable
    mod = __import__(module_name)
  File "/usr/share/blender/2.68/scripts/addons_contrib/object_laplace_lightning.py", line 117, in <module>
    scn = bpy.context.scene
AttributeError: '_RestrictContext' object has no attribute 'scene'

As it was only some API changes that broke this, I assume (also from looking at the error) that this might be a fairly trivial problem (I'm inexperienced with python, so that might be a false assumption)

Are there a few simple changes I can make to get this addon working?

I know it works to run it in the text editor, however I would like to be able to use it as an addon without having to re run it every time I start blender.


texts: BGE local position not respecting rotation

texts:
I am playing around in the game engine and I am moving this cube around with this code:

import bge
from mathutils import Matrix, Euler
from math import radians
obj = bge.logic.getCurrentScene().objects["cube"]
property = bge.logic.getCurrentScene().objects["Empty"].get("movement")
move = 0.0
if property == 1: move = [1, 0.1]
elif property == 2: move = [1, -0.1]
elif property == 3: move = (obj.worldOrientation).to_euler(); move.rotate_axis("Z", radians(2.0))
elif property == 4: move = (obj.worldOrientation).to_euler(); move.rotate_axis("Z", radians(-2.0))
if move != 0.0 and property in (1, 2):
    obj.localPosition[move[0]] += move[1]
elif move != 0.0:
    print(move)
    obj.worldOrientation = move

Where the property is just a int representing which way to go or rotate. The movement is applied to the localPosition so I would think that this would respect the rotation, but it doesn't and this is the result:

So how do I get it to always move in the local +- Y direction?


texts: how to extrude a curve to create a hollow torus

texts:
i created a mesh torus to scale.

however, the design has multiple tori.

i am concerned about the weight. with the specs based on a solid torus, the end result would be very heavy.

is there a way to make a hollow torus and specify the thickness?

i saw a similar post about extruding along a circular path to create a torus, but it seems like the suggestions would still result in a solid object.


texts: Is there a way to get the location of the starting position of a curve?

texts:
ORIGINAL PROBLEM:
I have this scene with three objects in it: a curve, an arrayed object that follows the curve, and an empty that serves as the offset object of the array. The empty is parented to the curve, and the curve is parented to the object.

I also have this script:

import bpy
from mathutils import Matrix

obj = bpy.context.object
parent = obj.parent

mat = obj.matrix_world.copy()
obj.parent = None
obj.matrix_world = mat
obj.parent = parent
obj.matrix_parent_inverse = parent.matrix_world.inverted()

When I run the script with the curve selected, it doesn't move, which is exactly what I wanted, but when I do it with the empty, it changes its position. Is there something about empty objects that makes this method of changing parents not work? What could I do to keep the empty's position?

EDIT: So I've been trying to figure out what the problem is, and I think the problem is not with the empty, but with the curve. It turns out when I have an empty at the origin (0,0,0) and I parent the empty to the curve via script, the empty gets transported straight to the starting position of the curve, and that's what was causing the offset. Now the question is: Is there a way to get the matrix of the starting point of the curve, so I can maybe use it to bring the empty to the origin/pivot point of the curve object?


texts:
In advance: newbie here, thanks for your help! I used to play around with NURBS in Maya and loved this feature where I could mold the object like clay- pushing and pulling with a red/yellow mapping of the strength. Though, I don't remember what the tool is called or if its even the same for mesh/Blender.
I have a model I want to move uniformly instead of just the faces/vertices I select- which gives long, hard lines instead of a gradient. Example: I need to move the arm up in a T-pose, but if I select it to rotate and generally manipulate it, there's an unnatural edge to where my selection starts/ends. How do I get the option to click a point, see the radius of strength, and then push/pull so it moves all in the radius uniformly?


texts: I want to make the black portion in my model transparent so that inside face can be slightly visible. How can i do this?


texts: Is there a way to display only a certain view in the viewport?

texts:
What I want to do is to only display an object, or a part of an object in a specific view, and then to be able to move around the 3D workspace, with everything else hidden.

Basically, I want to display only a what a camera can see, no matter the position or perspective in the viewport.


texts:
The current issue is that I need more space to the right for my text, but scaling the camera to capture more of the area won't work. Why is this so?

This is what I wish to achieve:

But I am stuck with scaling the camera:

(what is shown in red is what I wish to achieve)

How can I capture more of the area? (I prefer not to do any compositing).


texts: I'm experimenting with drawing textures onto the model. I'm trying to render what I've got so far, but my renders come out with these strange black or white rectangles all the way down the blade edge. Anyone know a fix for this?


texts: Apply complex hole pattern to simple face while maintaining good topology

texts:
I have this mesh with these faces that I want to "punch holes into" following a specific pattern:

I have the pattern as SVG. It has different hole shapes:

I imported the pattern, converted it into a mesh, extruded it, then applied array modifiers to repeat it:

Then, I tried with one side of the mesh to keep it simple in the beginning. I separated the faces of that side, then I gave them thickness by extrusion. I applied a boolean modifier on them with the pattern mesh, then joined them back to the original mesh, and manually joined the edges (which took quite some time and I'd like not to have to do it). This is the resulting mesh:

It has ngons everywhere, and has many thin tris at the edges. It also had some broken faces that I had to fix manually.

What would be a better way to achieve this, while maintaining relatively good topology?

I think this question is the opposite of this, where the hole pattern is simple with all holes being the same shape and size, while the surface is more complicated.


texts:
The jump I want I find extremely hard to get to work. It is like every 2D platformer jump. However I can NOT use the "Character" physics type in the physics tab because I NEED rigid body for my character. So, I need a jump as follows:

Press W to jump,
If you hold W you do the full entire jump (Lets say 2 units up?)
If you let go at any time the jump will fall and cancel, and you should not be able to spam W and start jumping in mid-air as the Z LOC in simple motion does.
You can only jump when you are touching ground, aka collision sensor.

PLEASE I have been going crazy trying to use properties and timers to make sure nothing glitches and its just a normal freakin jump! :(


texts: My UVs are not in the same scale when I apply 'Average Island Scale'

texts:
I cannot make the UVs the same dimension, they shrink when I apply Average Island Scale. Is this behavior normal or is it my way of thinking?

Here's the steps to reproduce the problem I found:

Start a new project, default settings, and recreate the mesh in photo 1, also apply the same Seams.
Using project from view or cube projection, create the UVs for the front and side.
You can see the UVs match the height and are at the desired scale.
Apply "Average Islands Scale", the uvs get's squished, and there's a clear difference in scale.
If Textured, you can see visually the difference, how is that "Average Islands Scale"?

My problem was that, in a project with a object, I had multiple separate pieces, so I unwrapped it okay, with correct seams and everything, and needed to average the different islands, but if I apply the "Average Island Scale", it reproduces the same effect in step 4, it squishes and break the UVs proportion. And yes, I am well aware that objects out of scale 1,1,1, give errors, my objects are always have applied rotation and scale.

I am a fan of the Textools Add-on for Blender, but it seems that the function "Apply Texel Density by Scaling the UVs to match the ratio." gives the same result as Average Island Scale.

Finally, my question is, this effect is clearly undesired, shouldn't the Average Islands Scale take into account the dimensions? Or is it normal to consider angles and geometry when Averaging islands?


texts: How do I smooth only the outside edges of a complex object?

texts: I would like to convert the edges on this object to a perfect circle and leave all other edges undisturbed.  What is the easiest way to do this?


texts: Can't weight paint certain parts of a mesh

texts:
No matter what I try I cant weight paint the legs of my mesh.
Here I have painted everything to display which parts can be painted to and which parts cant.
I've tried recreating the rig from scratch, I've gone through every single vertex in the mesh looking for any mistakes and I can't for the life of me figure out what is wrong. No matter what I try I can't assign these parts of my mesh to the bones

You can download the .blend file here  https://filetea.me/t1sKqtmxwS6TvKTj098L24KsQ


texts: I'm using multiple modifiers and my boolean keeps flickering - sometimes it can't make the boolean work.


texts:
I'm trying import the character with the animation and it gets scrambled, I tried a lot of settings but in the end, none of them worked. Other editors like Unreal's Engine Editor can import the file without any problems.

The file can be downloaded in here:
https://www.dropbox.com/s/i20wfur8e34i3a2/Sword_And_Shield_Slash.fbx?dl=0

Here's what happen when i try to import:


texts:
I've downloaded this Samus model from Modelresource.Com
(https://www.models-resource.com/nintendo_switch/supersmashbrosultimate/model/30947/ )
And the first thing I noticed was the horizontal and vertical seam lines on the waist and torso. I assume this is there the character has been mirrored but I was wondering how I would smooth them out or make them less noticeable.


texts:
I have no clue what i have done that i cant move the object now i was just editing stuff in edit mode, i only added a mirror modifier, but that's it. and now i cant move it on object mode - nor connect it to the body -.

I tried most questions and turning on and off most setting that i tought it would block the movement, but i have no clue how to fix this.

i have no clue what more to put here so i can post the question, ill add a blender file with the head obj so anyone can check what it is and hopefully help me find how to enable movement again.


texts: How do you do stitch with array and curve modifiers?

texts: I am trying to do stitches for a pair of shoes. I made 2 curves, a new object with array and curve modifiers, however the result is indescribable for me.. I don't know what is wrong with my approach. Here are some pictures and my blend file:


texts:
I tried installing Blender MMD tools both by using install from file and the zip, and by adding it to the addons folder. It still does not appear in the list of addons. Does that addon not work with the current version of blender? Is there something else?

Is there any simple blender addon I could try to see if I have problems installing addons in general?


texts: display object data name in the wiewport

texts:
Ewery time I want to check witch data block is used by the selected object I have to switch to object data tab in the properties view, is there a way to instantly display the used object data name somewhere to be allways visible?

Thank you


texts: How to select multiple object in outliner using box selection in 3d viewport?

texts: I want to select multiple objects in the outliner but in some case, easier for me to select them in 3d viewport (using box selection) and then i want the selection to highlighted in the outliner so then i can drag them around in the outliner panel ? How can i do this ?


texts: Why do the keyframes show up in the dopesheet but not in the timeline and the graph-editor?

texts: I'm pulling hairs over this. The keyframes for my object show up in the dopesheet but not in the timeline and the graph editor. I have selected the object, tried every other options like view selected frames, the home key, the period key, zoomed out, the little arrow button that show only selected. Nothing. It doesn't even make sense how the keyframes appear only in the dopesheet and not others for the same object.


texts: i am using sculpt mode in blender but when i use draw format in it it uses draw from both sides of the plane how can i draw it from one side?

texts: As  my draw format of Sculpt Mode is working in dual form, please recommend a solution. I want to create something on only one side of my object.


texts: There is a way to instance two rigid body objects with hinge constraint between then using AN?

texts:
I want to make several instances (clones) of a simple rigid body setup: two rigid bodies linked with a hinge constraint. Each one of the instances need to bend by the hinge in its proper individual way. Using the particle system, I managed to make it, but the problem is that all instances behave like the source setup.
In Cinema4d it is very simple, just set up the bodies and hinge and put it into the cloner or emitter object and it is done.
Is possible to solve this problem using Animation Nodes ? (I managed to clone the rigid bodies but the hinge constraint does not work)


texts: So if you look a the image I extruded the side and filled a face at top, the bottom is empty and I wanted to create a loop around the 3 sides but it will only appear for one side any tips.


texts: How to exclude an object from Freestyle render?

texts:
The question is how can I exclude an object from the freestyle render?

What I need to do is create a Clay render with the wire only on the airplane.

My scene is simple I only have two objects the "Toy Plane" and the "floor".
For the Clay render I only override the materials to a simple clay material and done.

But this happens when I use freestyle. How can I tell freestyle to ignore the "Floor"?


texts: Why is blender not rendering the light source in certain frames?

texts:
As said in title blender is not rendering the light source in certain frames and there is no distinguishable pattern to the frames that are missing the light source.
First two frames Exhibiting this behavior. are 2 and 13 of 250.
I will continue to attempt to solve this issue however Any info you may have on this issue would be greatly appreciated.

Thank you.

(in the file "Green.7z" the image titled "Green" was used to texture the uv sphere just because it looked better then just using defuse.I was just trying to make something that looked interesting that was simple. Feel free to play around with the project yourselves and make something better of it if this issue gets resolved.) (I labeled the project files as "(Corrupted)" so i could recreate the project without confusion.)

Blender Project files:

Please go to the link provided to download all related files to the project described.

https://drive.google.com/open?id=0B6UXTR3VWO_DODNtQW1DZnd2cUk

(3.54 GB)

Render Engine: Cicles

System info:

OS Name Microsoft Windows 7 Professional
Version 6.1.7601 Service Pack 1 Build 7601
OS Manufacturer Microsoft Corporation
System Name MS0001
System Manufacturer Gateway
System Model    DX4831
System Type x64-based PC
Processor   Intel(R) Core(TM) i5 CPU         750  @ 2.67GHz, 2668 Mhz, 4 Core(s), 4 Logical Processor(s)
BIOS Version/Date   American Megatrends Inc. P01-A0, 11/17/2009
SMBIOS Version  2.6
Locale  United States
Installed Physical Memory (RAM) 16.0 GB
Total Physical Memory   16.0 GB
Available Physical Memory   13.2 GB
Total Virtual Memory    31.9 GB
Available Virtual Memory    28.9 GB
Page File Space 16.0 GB

GPU:

Name    NVIDIA GeForce GTX 660
Adapter Type    GeForce GTX 660, NVIDIA compatible
Adapter Description NVIDIA GeForce GTX 660
Adapter RAM (2,147,483,648) bytes
Driver Version  21.21.13.7849
Color Table Entries 4294967296
Resolution  1280 x 1024 x 60 hertz
Bits/Pixel  32
Cores       960


texts:
The object on Layer 8 ("Planks") is not rendering, although it is totally visible in Viewport.

If I select all the layers together (the desired outcome), then hit Render, all the layers will render except this one. If I move the object to one of the other layers, it will still not render.

"Camera" is selected in "Ray visibility" of the Object panel.

When I go back and forth between objects to compare the Object panel of the problematic object with the others, I see no difference.

"Duplication" is not enabled in the Object panel.

In the Outliner, all three icons for display in Viewport, Select and Render are selected for the object.

I had the same problem a few months back, which was never really resolved because I couldn't share the file because of size issues (same here).

Here are the Render Layers settings - there doesn't seem to be a difference from one of the layer in the scene to another:

I tried to render with two different versions of Blender and found the same problem.


texts: Why is snap bone to cursor not working in pose mode?

texts:
Question is pretty self explained. It's snapping to wierd places when there is a clamp to constraint...

The bones original pos:

where it is now:


texts: How to drop particles so they land in a natural way?

texts:
I have a plane as collision object and a house as particle generator. I'm dropping my particles. I have tweaked some settings so that they fall in some natural way, but they just bounce like a ball and disappear.

Bouncing like a ball

It should look as is they are thrown from the top and fall down in a natural way.

How can I achieve a result like the image below?

Result i need few 20 particles (red house)

Here's the .blend file:


texts: How to prevent Blender from disabling dyntopo when exiting/entering sculpt mode?

texts:
This is one of the most annoying things while sculpting with Dyntopo enabled - it switches itself off automatically for various reasons eg. going from sculpt mode into object mode and then back into sculpt mode or undoing too far, to the state of affairs where Dyntopo was disabled.

I had to redo so much sculpting when I realized that nothing suddenly went wrong with my mesh but that I forgot to re-enable Dyntopo that it becomes a major pain. I am aware of the Ctrl + D shortcut to quickly enable Dyntopo, but it just too easy to forget about re-enabling it.

Is there a way to keep Dyntopo enabled by default or prevent it from switching off, maybe at least with some clever Pythong scripting?


texts: Annotate keypoint on object and get rendered uv point

texts:
I am learning Blender for computer vision purposes. I have my 3D model imported into Blender and I can successfully render it.
I now want to annotate a couple of keypoints on the 3D model, say 6 different keypoints and when I render the scene, I want to be able to retrieve the image uv coordinates of those 6 keypoints. I am fine with using the Python API as well as the GUI.


texts: 3 part mechanical joint following 1 bone?

texts:
I am making a 3 part mechanical joint, with the different axis of rotation being in 3 different places. This is fairly easy to make a basic rig for:

The problem is that i'd like to control this with a single bone. In this setup, each of the deform bones is using copy rotation to copy the corresponding local axis of the big control bone. It works if I'm only rotating one axis at a time, but once I already have rotation on one, it stops working correctly as the axis become desynched.

What is the proper way to make this work?
I have seen some IK setups for similar joints. I have tried that, but they don't seem to work with this join order. I have the order Z, Y, X. With an IK setup, I can't control the Y roll. If I had the order Z, X, Y, then i'd be able to by putting a copy rotation or something on the final bone. But you can't influence the rotation of a bone in the middle of an IK chain without problems.
UPDATE:
Some answers have used 1 less joint, but the 3rd is necessary. The cylinder was a stand-in for a 2 part joint. The cylinder can't be allowed to rotate on X. Here's a picture showing what the desired joint is like.

File:


texts:
I tried to import a obj file into Blender and could not do it. So I downloaded MeshLab and converted the obj to a dae file and still nothing happened. Nothing showed up on the screen and nothing appeared in the upper right corner- its a scene outliner type window (see pic)

Since those did not work. I converted it to a .ply file. That file appeared in the outliner but not on the desktop. So I spun on my mouse wheel and got the area super small and the file showed up.

How do i get the file back to the normal desk. It seems to have vanished altogether. Scrolling either way won't bring back the plane in the default window.

I created the character/object using this site, if it matters:
http://cvl-demos.cs.nott.ac.uk/vrn/index.php


texts:
I have a pipe wherein I have set the physics property as passive. I have a cube inside the pipe. Physics property of cube is also set as active. But when i tun the animation, instead of cube moving inside the tube, it is moving out of the tube. Please advise.

Problem solved :  Issue has been resolved by following the solution specified in Passive rigid body physics not working with screw modifier


texts:
I'm creating little game with a third-person-camera.
Everything was rendering fine, until suddenly, after moving some background objects... my main character stopped rendering inside the camera view... without having changed anything to it or its material.
Outside the camera view it's rendering just fine.

The weird thing is that the shadow still renders fine inside camera view.

Please help! Thanks!

Inside Camera view (unrendered)

inside Camera (rendered P)


texts: Speed-up animation render which uses a movie texture

texts:
I have many rectangles which display a movie clip, each starting at different points (offset) in the movie.  During animation render, the info area shows:

  Loading texture-movie.mp4@1234

1234 is the frame number for a particular rectangle.  This message displays about 5 times for all the rectangles that display the movie, each taking about 5 seconds for a total of 25 seconds per frame.

Is there a way to speed-up this part of the render process?


texts: Following Blender guru donut tutorial, I am on the section of icing but the icing are looking somehow sharp, what could be the possible reasons and how to tackle this problem?


texts: How to move points proportionally to keep edge flow good?

texts:
So lets say we have 3 points A, B, and C.

I want to be able to move C, keeping the points between AB and BC proportional.

How would one go about doing this?

This would help a lot with keeping my edge flow good.


texts:
How do I make a Noise texture (or any texture) only appear in places where Musgrave is white/black?

I tried adding them with math node but this gives monochrome image.


texts: How can I visualize progress in a panel?

texts:
  I want to put a list with progression bars into a panel or somewhere else. Is it possible to place a custom image next to text? Or draw progress bars like the one in the header somewhere else?

I found this line in space_info.py:    layout.template_running_jobs()
but I'm not clear about how to find the corresponding code.

  My workarounds would be to use a crude text version of a progress bar or a slider. But my ideal thing would be a bar with colors of my own choosing.


texts: Do I need to recompile blender when changing C++ Shaders for Cycles?

texts:
I just needed to know the way of developing native cycles shaders (closures).
So, if I change, for example diffuse closure(another implementation of roughness), will I need to recompile Blender from source? Is that right?


texts: I do not know why it curl. What is happening is clearly visible in the photo. It's a simple thing, but I do not know a dream board.! I'd like to smoothly cut off.


texts: Hide mesh light source but keep the light it EMITS using EEVEE?

texts:
I've made a mesh that has an emission shader and I'd like to hide the mesh but keep the light that it emits. Is it possible? I know it's possible in cycles. But I wish to know about EEVEE.
I've tried using the 'hide from render' ( in the outliner ) button but it doesn't work.


texts: I have learned a few minutes ago that you can type # into a numbutton to create a driver. So far the only value I know is frame. While this works nicely, it's still a bit limiting. What are the other possibilities I can input to create a driver on the fly which is a great feature btw?


texts: What's the difference between a Displacement node and a Vector Displacemet node?

texts: I'm relatively new to Blender, and I've followed some tutorials where they use a displacement node, and some where they use a vector displacement node, and I'm not really sure what the difference is.


texts:
as the title says "Mesh mirror itself without a mirror modifier".
I had a mirror modifier on but not anymore but the mesh keeps mirror itself and i don't know what is causing it, in my modifiers tab i only have and armature and subdivision modifier. Any idea what is causing it?
I have applied the mirror but the problem is that any new change i make it mirror it

My english is not that good sorry


texts: What (default) tone mapping is applied to Cycles renders when saving to PNG?

texts:
If I render my scene using Cycles and have the output file format as PNG there appears to be some sort of tone mapping applied. Setting the render output format as EXR produces linear, non-tone mapped output (as expected).

What is this default tone mapping applied to the linear data output from Cycles before Blender saves out the rendered image as PNG? There's no compositing set up or anything like that.


texts:
I'm trying to cut a hole in a mesh to create torpedo tubes on a spacecraft, and am running into a bit of trouble. I can get the hole cut out just fine using Knife Project, the problem, however, is that it completely screws with the shading of the mesh.

Here are the target and pattern meshes:

Here's a detail of the pattern that creates the shape of the outer tube:

and the target mesh:

Now, as I said I can cut the hole in the target mesh just fine. The problem is, I get this:

As you can see, cutting the hole in the mesh throws off the smoothing of the mesh, leading to some odd shading which is just unacceptable.

I'm trying to do this with as few extra polys as possible.


texts: Making Proxy on a Linked Rig via the API

texts:
Using the blender API, I am trying to "Make Proxy" on a linked rig.

My first approach was to identify the linked objects through bpy.data.groups.objects and then use the bpy.ops.object.proxy_make() operator to make proxies.

However, this would make proxies for all linked objects (rigs, meshes etc.), when my objective is to do it only to the rigs.

Is there a way to identify the right objects to proxy? Alternatively, is there a better method to do the whole exercise?


texts: How to eliminate double-normals on selective faces?

texts:
As you can see in the object below, somehow I ended up with some faces having normals pointing in AND out, and other just pointing out. (I only want normals pointing out).

How can I get rid of the normals pointing in? I tried recalculating, (out and in), tried flipping normals, etc., removed doubles, checked and unchecked backface culling, applied scale and rotation, etc., but nothing has worked so far.

(A second question, is why do I have the double magenta lines? I tried to add edge creases, and next thing I knew, I had those double magenta lines and I can't get rid of them).

Thank you!


texts:
I am faced with a problem about merging two object with clean topology in a short time.

I have looked for any shortcut or addon that solve this problem, but have as of yet been unlucky.

Surface

Wire


texts: Animation render only renders first frame, the rest are blank

texts:
I am new to blender and have been following a tutorial but unfortunately it was based on the old version of Blender. I have tried to render this 90 frame animation but unfortunately only the first frame comes out and the rest are blank! I have checked the composite, sequencer, check the frame in out rate, made sure camera is selected but nothing seems to work. I think it may be something to do with the compositor! If anyone could give me a help it would be much appreciated thank you all so much :)

Also, I dont know if this is a dumb question but would you be able to animate things that have been composited - ie the flare above.

Thank you all


texts: how to find out which uvs we need to flip

texts: in Maya, we can see flipped UVs in red and correct ones in blue. So is there any way to find out which one is the unflipped/wrong UV in blender??


texts: How to link the output of a Vector Math node to another node?

texts:
I try to build a operator for some specific shaders by using Python but got stuck on how to make a node connection between ColorRamp (input) and Vector Math (output):

When I try to use shadername.links.new(VectorMath.outputs[0], ColorRamp.inputs[0]) both nodes are disconnected and I am not sure why:

Some coding excerpt:
 #colorRamp
    ramp = mat_ruby.node_tree.nodes.new("ShaderNodeValToRGB")
    ramp.location = (-800,100)

    ramp.color_ramp.elements[0].position=0.102
    ramp.color_ramp.elements[0].color = (0.215861,0,0.017642,1)

    ramp.color_ramp.elements.new(0.636)
    ramp.color_ramp.elements[1].color = (0.396755,0,0.032,1)

    ramp.color_ramp.elements.new (0.794)
    ramp.color_ramp.elements[2].color = (0.701102,0.147,0.016,1)

    ramp.color_ramp.elements.new(0.893)
    ramp.color_ramp.elements[3].color = (1.0,0.292,0.0,1)

    ramp.color_ramp.elements[4].position = 1
    ramp.color_ramp.elements[4].color = (1.0,1.0,1.0,1)

    mat_ruby.node_tree.links.new(ramp.outputs[0], glassA.inputs[0])

    math = mat_ruby.node_tree.nodes.new('ShaderNodeVectorMath')
    math.location = (-1000,100)
    math.operation = 'DOT_PRODUCT'
    mat_ruby.node_tree.links.new(math.outputs[0], ramp.inputs[0])

Q: How can I link the output of a Vector Math node to the input of eg. a Color Ramp?


texts:
I'm trying to create a scene in which an object is transparent with respect to some objects and not others. The screenshot above shows kind of the effect I'm dealing with. I have here a cube with one face (on the right side) removed, in front of a backdrop and with a sphere inside it. I want the cube to be transparent enough to show the backdrop and anything else in the scene that I put behind it; at the same time, the sphere inside the cube needs to be completely invisible, except when seen through the open face.

Effectively I want the cube to behave in a way similar to an invisibility cloak effect, but the cube itself needs to be visible, yet transparent. I keep thinking I've found a way to make this work, only to run into problems. I'm out of ideas now but not yet willing to give up on the scene. Ideas?


texts: Change material texture by loading an external .png file with Python

texts:
I'm trying to change the texture of an object by changing the .png texture image I'm loading from an external folder.

When using the Blender interface, all I need to do is going to the image tab in texture and open the file I want:

then

The changes are then operated automatically.

How would I go about to do the same in Python?

I have read other stackexchange answers to similar questions but I'm not sure to what extent they apply to my situation.


texts: Animation Nodes : offset each letter rotation depending of their global position

texts:
i'm using an effector to animate te rotation of each letter of a word.
It works fine; but I would like to tweak it a little :
I want to rotation of each letter to be

negative if the original letter X position < 0
positive if the original letter X position > 0

So I could get an effect like you see in some sci-fi movies (this is a mockup) :

How would you do that ?
Thanks a lot !


texts: What does this stone texture node group do?

texts:
I am following a procedural stone texture tutorial and they showed this node group, this acts as the starting point for pretty much the whole texture, but I have no idea what it does. It basically takes texture coordinate object, separates xyz, and then subtracts data from object info
Wouldn't this do the same thing?


texts: I have two objects, and want one to be cell fractured at the beginning and the other after some time

texts:
I made an animation in which the sad characters head falls down and breaks into pieces, and then his body is shattered to the ground, but when I cell fracture them, they both break at the same time, how to bake on earlier and the other after some seconds?
here watch this video:
https://youtu.be/3hzy19v6oDQ


texts: How to set render filepath using blend filename in python

texts:
Let say I have blend file called test01.blend, then I want to automatically assign render filepath via python to /media/data/render/[current blend filename]/[current blend filename]_.

So, it should look like this /media/data/render/test01/test01_

I'm trying to access it via bpy.data.filepath, but I got only full file path for current blend file not blend file name.

Thanks for your help


texts: How to copy all attributes of one scene to another?

texts:
As I don't like the result of bpy.data.scenes['My_scene'].copy()
nor does the use of the bpy.ops.scene.new(type= 'FULL_COPY')or bpy.ops.scene.new(type='LINK_COPY') operator produce strange results (Users problem)
The solution I propose seems to work. But I can't figure out how I can iterate to all properties and sub-properties:
This function has as input 2 scenes, The first from_scene is the scene from which it takes properties
the second to_scene is the one to which it must assign properties.
This example shows how it works, but I don't want to manually enter all sub-properties.
I don't understand how to iterate to them
def copy_scene_attributes(from_scene, to_scene):

    for key in from_scene.bl_rna.properties.keys():
        source_attribute = getattr(from_scene, key)
        if not from_scene.is_property_readonly(key):
            setattr(to_scene, key, source_attribute)

    for key in from_scene.render.bl_rna.properties.keys():
        source_attribute = getattr(from_scene.render, key)
        if not from_scene.render.is_property_readonly(key):
            setattr(to_scene.render, key, source_attribute)

    for key in from_scene.cycles.bl_rna.properties.keys():
        source_attribute = getattr(from_scene.cycles, key)
        if not from_scene.cycles.is_property_readonly(key):
            setattr(to_scene.cycles, key, source_attribute)

from_scene = bpy.data.scenes['My_scene']
to_scene = bpy.data.scenes.new('New Scene')
copy_scene_attributes(from_scene, to_scene)

This example is inspired by this answer


texts: Particle Instance Modifier - Options to Offset missing in V2.83

texts:
In Blender 2.83 I cannot find the Options in the Particle Instance Modifier that include 'Amount' and 'Offset'. They are shown under the World properties in previous versions.
I need this control to avoid overlapping of systems in vertex groups.


texts: (v2.8) Objects disappearing from viewport when going from UV Editor to Texture Paint

texts:
I've encountered this several times so far in a (v2.8) project of mine.  I'll be going into the UV Editor for an object to get the mesh just right, and then once I pop over to Texture paint, I can't see it in the viewport.  If I randomly paint around in the empty viewport, I can see that it is taking effect on the texture so the object is there, but hidden and I can't seem to un-hide it.  I can't see what I'm painting on.  What am I doing that's resulting in the meshes being hidden between UV Editing and Texture Painting, and how do I display the object in Texture Paint so I don't have to John Bramblitt my way through painting?

.blend file


texts:
Huge help!
I'm making a mascot in hugging position so I can later add to a spark ar filter, so I added bones and moved the arm. But how can I keep it this way when I change to object/edit mode? And is this even a good way of doing this? I feel like I'm going to finish modeling everything and it won't work for spark ar for some reason lol :(


texts: What is the 2.8 shortcut for "Operator Search" on Mac?

texts:
I would like to know what key or key combination opens the search field in Blender 2.8 on a Mac. Can anyone answer this? "F3" does not do it.
Thanks!


texts: Rigging - Is it normal for limbs to rotate when you set their pole targets?

texts:
My character with his arms spread directly out to the side with the top of his hands facing upwards.

The moment I set the pole target for his arms, the arms rotate in such a way that the palms of his hands are facing their pole targets, instead of upwards.  This is causing some annoying twisting of the mesh.

I can fix the twisting by rotating the arm bone's pole angle, but that throws off the direction of the joints towards their pole targets.  i.e. causing knee to bend off to the side of the body instead of out in front of it.

Is this normal for the arms and legs to rotate towards their pole targets?


texts: Transparent Strip Around Border Of Render Preview

texts:
Whenver I try to preview the render, using the Ctrl+B render box I get these strange transparent strips
I haven't tried rendering the whole model yet (as it isn't finished) but I hope they won't affect it?
They popped up seemingly without any cause and occur no matter what I box select.
Anyone know what to do?


texts:
I have one blender save file that is basically just a render scene where I bake renders of models so they all have the same lighting and orientation. Naturally i accumulate a lot of textures over time and wanted to know if there is an easy was to instantly remove all unused textures at once.

I know i can delete all materials with one click, but the textures stay behind.
I also know how i can delete textures one by one, but that takes too long.

Is there even a way to effectively delete all textures that are not used at once? I'd even be happy if i could delete all textures, even if they were used.


texts: How do you enable rigid body physics for a given object in Blender 2.8?

texts: I'd like to enable the rigid body settings for a set of objects, and I don't want to use bpy.ops.rigid_body.object_add(). I see that objects have the property object.rigid_body, which is read-only. So how do I create the rigid body settings, and assign them to object.rigid_body?


texts: How to setup IK Arms with upper and lower arm twist bones?

texts:
I have two bones for the upper arm, and two bones for the forearm. This is to assist in proper deformations when rotating the elbow and wrist, respectively. (ie: Using forward kinematics, if I want to twist the elbow, I simply twist just the 2nd bone in the upper arm; to twist the hand, I simply twist the 2nd bone in the forearm)

How do I setup Inverse Kinematics using these bones? I don't want the movement of the elbow pole target to rotate the 1st upper arm bone and ruin the shoulder deformation, and same goes for the forearm/wrist. I'm having trouble figuring out the rig setup.

EDIT: The main problem is that my upper arm bones are not aligned along a straight path from shoulder to elbow, due to how the arm mesh is modeled.


texts: "Manipulate only center" when scaling in Blender 2.9? Where did it go?

texts:
I have looked everywhere and all the information is outdated to version 2.8. There used to be an option in the "options" drop down that said "Manipulate centers only" or "affect location only". Anybody know where this feature went? Because it is a pretty useful feature and I can't for the life of me figure out where it went off to.
Edit: This got flagged as being a possible duplicate question of another question, but that other question was for 2.8 NOT 2.9. I am looking for the feature in 2.9

This image above is what I see when I click the options drop down menu


texts: How to make an object appear and disappear repeatedly in a certain area?

texts: I am animating an atom and I don't want to use a Bohr model so I am trying to make radials. For this, I need to define a boundary, and then have an electron (shown as a sphere) to appear and disappear repeatedly in a random spot within the boundary. I don't really want to make a bunch of objects and animate the visibility, but I can if there is no other options. This is for a animation, so I would prefer a solution that isn't in BGE. Thanks!


texts: Adding/removing items to CollectionProperty in PropertyGroup and UNDO

texts:
I've added PropertyGroup with CollectionProperty of custom type and define operator for adding/removing items to this property. And User list (bpy.types.UIList) to check changes in this CollectionProperty.

Everything works fine, but undo functionality work with this operator, except changes for adding/removing CollectionProperty items. I wonder is this bug, or i should check my code?

Partial code for PropertyGroup(is this to complex data for UNDO?):

class FaceGroupsPropGroup(bpy.types.PropertyGroup):
    reg_index = 2

    @classmethod
    def register(self):
        bpy.types.Mesh.face_groups = bpy.props.CollectionProperty(
            name="Face groups",
            description="Face groups",
            type=self,
        )
        self.fusion_mstates = bpy.props.CollectionProperty(type=FusionStates)

        bpy.types.Mesh.fgroup_active_index = bpy.props.IntProperty(name="Active index",
                                                                   default=0,
                                                                   update=self.index_update)

        bpy.types.Scene.fgroups_live = bpy.props.BoolProperty(default=False)
        bpy.types.Scene.fg_smooth_iterations = bpy.props.IntProperty(min=0)
        bpy.types.Scene.fg_fatten = bpy.props.FloatProperty()
        self.name = bpy.props.StringProperty(name="Name", default="Group")
        self.wm = bpy.props.FloatVectorProperty(name="World matrix", size=16, subtype='MATRIX')

        self.color = bpy.props.FloatVectorProperty(name="Color",
                                                   subtype='COLOR_GAMMA', min=0.0, max=1.0,
                                                   default=[0.0, 0.0, 0.0], update=self.on_color_update)

        self.strokes_ids = bpy.props.IntVectorProperty(name="Strokes", size=6, default=(0, 0, 0, 0, 0, 0))


texts: Rendering vertex colours from imported WRL object

texts:
Every time I have installed Blender over the many years I get so frustrated... Inexperienced, and now using ver 2.91.0
Here's what I'm trying to do:
Import from ZBrush a polypainted (vertex painted) object and render it using either Eevee or Cycles.
Here's what I CAN do:
Import a WRL file with all colour info. I know the info is there because when I switch to Vertex Paint Mode I see the painted object just fine.
What I cannot do:
Enable options to allow me to see vertex paint while in Edit Mode.
Cannot render the colours at all.
From what I've been reading I need to assign a material. I believe I have done that. I cannot find the top row of icons that I am used to from past versions as seen in this image:

I used to be able to add materials very easily. Now, I'm not sure I have done it correctly or checked off the right boxes to allow me to see the vertex paint. I can see the object change colour when I do so, but not the vertex paint.
As for rendering. Useless. Not even a hint of my painted areas, simply the object coloured to that set in the material panel.
Any hints for pointing me in the right direction would be greatly appreciated.


texts: Making a bezier curve sway/swing with anchor points at both ends

texts:
Edit: I'm a beginner to Blender

I'm trying to make a bridge sway from side to side with both the ends of the bezier curve staying in place while the middle moves from side to side.

Currently, a single bezier curve is used to make the curved shape of the bridge.
I have tried:

Using a second, horizontal bezier curve, although I could not get the ends to be pinned in place and the two curves didn't synergise well and produce warped results
Using the 'Simple Deform' modifier and twisting, but, instead of the ends, the centre stayed static. Additionally, I had very little control over it.
Changing handles so that there were single points instead, but this meant that when I tried to bend it, I had to manually make a curved line by moving vertices, which resulted in a curve that did not look good (and took a long time to edit).

Does anyone have any suggestions on how I could make an animation that looks like it's swaying from side-to-side?
I'm trying to make it swing from side-to-side so that the displacement is greatest in the middle and has zero at the ends.

The eventual goal is to have it swing from side-to-side as if in strong winds and then split in the middle and fall down, hanging from each end. (Although I'll cross that bridge when I come to it).


texts: In edit mode, there is an origin located off the side of it's face. It ends up clumping everything together when subdivided. How do I fix this please?

texts:
The meshes clump together when subdivided:

The origin is off of the face:


texts: Is there any way i can place models down like blocks in games?

texts:
Okay this is kind weird but pretty much,
Is there a way to place down models like you can place down blocks in games such as minecraft and others?


texts: how to use the vertices data or how it affect the model


texts:
I'm trying to decipher what another member did to solve my problem of the shape of my mesh being altered when I subdivide it. Here is a link to Steamy_Steve original post, and I have also copy and pasted his solution below.
SCULPTING: Is it possible to keep base mesh vertices in place while subdividing?
"If you store the vertices' position in a "morph target" before creating a new subdivision level, and then re-apply it on the same source-level, the new level's vertices' position is recalculated on that scaffolding, hence restoring the previous volumes and shapes."
I'm very new to Blender, so I don't know how to carry out the instructions above. Can you guys point me in the right direction? Like, how do you store the vertices' position in a morph target and how do you re-apply the positions. For example, what menus would I use and in which modes? Thanks!


texts: How to control the timing of Absolute Shape Keys?

texts:
I understand that Absolute Shape Keys are for creating a deformation sequence, and are more practical than Relative Shape Keys when many deformations need to happen one after the next. The trouble is that I'm not sure how to set the timing to match my desired animation length.

1. Why do absolute shape keys increment by 10?

What does the 10 represent? Am I correct in understanding that it is not keyframes, nor seconds, but rather some arbitrary value that gets calculated as a result of the keyframing of the Evaluation Time slider. Why 10 instead of 1?

Furthermore, can this value be nudged to make a shape key come earlier or later relative to the others? The active/selected shape key shows two triangular arrows to the left and right of the value, but they can't be clicked.

2. Why do absolute shape keys need to have their timing reset? When to reset and when not to reset?

3. how can we keyframe a looping animation of absolute keyframes? How can we find out what frame number needs to be keyframed in order to make that animation loop smoothly? And does the first shape key in the list need to be duplicated down to the last position in the list in order for the tweening/morphing to loop?

The best documentation I've been able to find on absolute shape keys is in The Blender Manual, but it's pretty vague. It basically says "reset and drag the slider". And none of the shape key tutorials around the web that I've seen cover absolute to a useful extent.


texts: Eevee Shader not showing in final render

texts:
So i've tried to render this animation a couple of times, but in the final result it doesn't show the colors of the Sky(Plane) like it does on the sun. I used the same shader on both objects, just with other colors.
https://drive.google.com/drive/folders/1u0f0i5NZXxUbIkHjgmLmKPWjTaXAe_z9?usp=sharing
I hope that this link works.
Thanks in advance.
Edit: I tried it in Cycles and have the same problem as with Eevee. I also have added some renderresults to the folder.


texts: Very low heat weight of my model after auto weight

texts: I am using Blender 2.90 version, and I am in the part of adding armature. I create a "Human (Meta-rig)" than I use "armature deform with automatic weights". But when I making the pose, it seems that the auto weight doesn't work... please tell me how do I fix it?


texts: How can I do a cloth simulation while the normals are flipped?

texts:
I'm trying to create a cloth simulated skirt around a low poly character model with a toon-style outline. However, I've run into a couple issues. Using the (I believe its called) inverted hull method, I was able to create a decent-looking outline, however it required me to flip the normals on my mesh to show up. I'm fairly new to this, so I just accepted what worked in the render preview.

But... when I do a cloth sim, the fabric goes INSIDE the mesh. I get why, but is there any way around this?

I'm also concerned that when I add the toon outline on the skirt (once its done) that the flipped normals THERE will also mess with the sim. But I'll get to that part later.


texts:
I have created a bingo ball cage using this image as reference.

The balls inside the cage work perfectly, and also re-act to the cup (See image, the cup that holds the blue 28)

Now, I need the cup to seem attached to the cage, but also react to gravity. So, when the cage spins, the cup should spin on its own axis like the real one would.

Right now, it either spins together and the, or it looks like a wrecking ball and just falls down.

googling for gyroscopic blender yields nothing helpful.

Any advice?


texts:
I have a mesh (a hat) with a Rigid Body and Collision simulations.

I have a Wind force field that makes the object float but it's not rotating. How to make it rotate while floating ?

Is it possible to do this with these constraints ? Should I use Fluid simulation ?


texts: How to be able to Freely Moving Appended Collection around in Blender 2.8

texts:
I've created a blind model in form of a Collection in Blender 2.8
Following a tutorial video on youtube.
It's "animated/rigged". Not sure about the term.

In another model/scene/file which is a room scene, I've appended the blind model/Collection. When I tried move the Collection/model, it won't move altogether.


texts:
I have watched a few YouTube videos on how to create and animate with NLA Editor and Dope Sheet  (bake) but my thing ain't working out.

I want to get action strips but I cannot find any! I have tried use BVH files but I strongly do not think that's what action strips really are.

What are action strips? Where can I get them online? Can I use BVH files in some way?


texts: Ambient occlusion disappear in blender 2.82, eeve when I get farther from the model, why it is happening this?


texts: Unable to remove unwanted edges after fill

texts:
So i have a shape:

That i fill:

and after doing a "Limited dissolve" it looks a little better:

But it leaves some edges that are impossible to delete without either deleting the face or messing up the shape, this is what happens if i delete the white edge:

Anyone knows how to fix this?
I have googled and watched a ton of YT tutorials but not been able to figure this out.
Thanks for reading my question and have a nice one!


texts: Render optimization when frames are almost the same

texts: Is there any way to boost rendering animation, where lots of chunks are not being changed? E.g. a sprite moving on a static background.The cycles renders some chunks over 100 times and they are every time exactly the same, can it be 'compressed'?


texts: Make a bone head movable within the armature

texts:
Is it possible to make a bone movable relative to another bone? My goal is to rig a hinge such as this one, where the middle rivet of arm A can slide in a slot on arm B:

I managed to rig a version without the sliding effect using inverse kinematics, but the movement of the entire hinge stops or flips to a wrong position, as the sliding would actually be necessary after a certain amount of rotation to keep on moving the hinge.
Maybe using an armature is the wrong way to rig such a thing?
Thanks for any hints.


texts:
I'm trying to place an object at a random place on a plane.
So far, I found out how to get the vertices locations in real world.
import bpy

obj = bpy.context.active_object
vert = obj.data.vertices

vertex_0 = obj.matrix_world @ vert[0].co
vertex_1 = obj.matrix_world @ vert[1].co
vertex_2 = obj.matrix_world @ vert[2].co
vertex_3 = obj.matrix_world @ vert[3].co

print(vertex_0, vertex_1)

But now, I'm stuck. How can I give an object coordinates somewhere between those vertices?
I can imagine how this would work in 2 dimensions, but with a rotated plane in 3D? My head explodes.
EDIT:
Another idea was to work in local space. Parent an object to the plane and work from there. But then will the child object be scaled with the parent object. And that is not what I want.
So I used the "Child of" constraint and disabled the scale like this:
import bpy

obj = bpy.context.object

# put the location on a vertex of the plane
obj.location = (-1,1,0)

# give the constraint to the selected object
obj.constraints.new('CHILD_OF')
obj.constraints["Child Of"].use_scale_x = False
obj.constraints["Child Of"].use_scale_y = False
obj.constraints["Child Of"].use_scale_z = False
obj.constraints["Child Of"].target = bpy.context.scene.objects['Plane']

But after clicking the "Clear Inverse" Button in the constraint, the objects location is not on the vertex of the plane how it should be (when the plane is scaled before the script is loaded). Instead, the origin of the object will be on the expected vertex, when the Scale X, Y and Z in the Constraint is enabled again. (Scale is disabled in the script).
So: How can I put an object on another object and having a child relationship without scaling but with the right location?


texts: Select object by part of their material name

texts:
I have difficulties trying to select a bunch of object by part of their materialname.
eg. i've got some objects and 2 of them have a material that contains the word "text".
In the end I want to parent these object to an empty and then move them to a hidden layer.

i've tried the following code, but this gives errors.

textmat = [mat for mat in bpy.data.materials if fnmatch.fnmatchcase(mat.material, "*text*")]

obj = bpy.data.objects
for ob in obj:
    if ob.type == 'MESH':
        for m in ob.material_slots:
            if m.material == textmat:
                ob.select = False

i'm obviously doing something wrong, but my python skills are still limited

thanks!


texts: How to create an operator to control the Radius of a spline and add a hotkey

texts:
Blender has a hotkey to control the Tilt of a curve (Ctrl+T) but does not for the Radius.
When looking for Radius under User Preferences> Input I can't find it.
I was told it's because unlike the Tilt, the Radius does not have an operator.

How would I create an operator using the Operator template in blender for Radius so I can then map it to a hotkey?


texts: Blender 2.8 fails to load using NVIDIA GeForce GTX 750 Ti

texts:
I get the following error message when trying to launch blender 2.8.
I have checked and i am running the latest drivers and my GPU says it supports OpenGL 4+


texts:
I would like to ask a question about "Mixamo". Is there any way you could mix multiple animations and start them from different location. For example my animation (1.running) goes from point A to B and I want to start animation(2.running jump) from point B. But when I move those animations they change, so basicaly animation (1.running) starts at point B if I move it slightly.

Also I tried to use different plugins for combining them as GODOT GAME TOOLS. But this doesn't work so well...

If you guys understand me please help me.


texts: Let’s say I have a cartoon character with flat and oddly shaped eyes. In this case I’m using a material with an image texture. I tried animating the pupil by having two images, one with a bigger pupil and one with a smaller pupil, and then switching between the two using a mix shader node. But when I tried animating this, as I figured, the pupil has an effect of fading into the next image, rather than shrinking. How should I fix this?


texts: Cancel Blender Looking for Missing Textures

texts:
I have downloaded a blend file from the internet I hope to use in a personal project, everything is pink in the rendered scene (missing textures).
I do not care for the textures, and I do not want to find them, I just want to get rid of the pink (I already have materials I can use). How do I tell blender to stop looking for the damn missing files?
All other searches have led to "just find the missing files", yes I know how to do that, I DO NOT WANT TO DO THAT. I just want to forget about textures, and use the materials.


texts:
Are there any way to change a mesh completely into light? If then are there a way to give it multiple colors.
Any render engine will work
thanks


texts: How to use External option in Texture painting?

texts: How to use this part in texture painting? I pressed "quick edit", I was transferred to a separate graphics editor - Photoshop - where I painted the texture. What's next? How to project what is drawn?


texts: How would I make cumulus clouds in Blender (preferably using a smoke simulation)?

texts:
I've tried messing around with the smoke simulations in Blender, but I can't give the smoke the puffy look of a cumulus cloud.

I've seen tutorials showing methods by using displacement and noise, but the result doesn't look very realistic.

Example added below:


texts: I wanted to make a VFX in Eeve where an fire is in my kitchen, but the fire and Smoke simulation doesnt work. In the solid mode everything seems ok  but in the render view there is only smoke .When I hit F12, there is the domain full of smoke and the outflow object . But no fire and really smoke... Please help me ! You can write the answer in german or english! But please do it


texts: I cant get the armature to move/ parent to the mesh

texts: I have a model of a skeleton and a full armature but when it parents to the mesh with automatic weights , it says "Bone Heat Weighting: failed to find solution for one or more bones".


texts: How do you scale textures in blender 2.8

texts: In blender 2.8 I made a model of a door. I put a texture on the door mesh but it does not fit correctly. It needs scaling down. How do I scale it?


texts: BPY Convert gpencil to curves with a script?

texts:
I have a scene with a GP object selected, and tried to run a very simple script from the script editor:

import bpy
bpy.ops.gpencil.convert(type='CURVE', timing_mode='LINEAR', use_timing_data=False)

I get an error which, looking around, seems to be due to the mouse being over the script editor when I hit Alt P,thus it lacks the context of being over the 3D view:

File "C:\Users\oscar\Downloads\blender-2.80-ae977d13f8e9-win64\blender-2.80.0-git.ae977d13f8e9-windows64\2.80\scripts\modules\bpy\ops.py", line 200, in __call__
RuntimeError: Operator bpy.ops.gpencil.convert.poll() failed, context is incorrect
Error: Python script failed, check the message in the system console

I tried to solve this by setting the context to the 3D view, but then blender crashes. Do I need to just manually parse the verts from the selected GP object into a new curve object? How do I run 3D view bpy.ops actions without hovering over the 3D view?


texts: is it possible to get this texture in cycles?

texts:
hello, im newish to blender and want to this texture for something very similar but dont know how. Any help would be awesome. Thanks!

I did what christopher did but got a different result and dont know why.


texts: Mesh gets physically distorted when rendering in cycles?

texts:
As you can see in the image below, the lid on a jam of jar I modeled seems to distort whenever I put the mesh into cycles rendering. Then, when I put it back to material preview, it goes back to normal. Please help me fix this. Thanks! :)

.blend File: https://we.tl/t-B98ueKL8n0


texts: How can I add a triangular shape with the thickness of my loop cuts?

texts:
I'm trying to make a simple shape but can't seem to do it right.

It's basically a right-angle shape with edges. Hard to explain, here are the pics:

http://imgur.com/vB0sT16

This is where I'm stuck:

http://imgur.com/GrUy4G4

All I need to do now is add in the triangles on the sides with the thickness shown by my loop cuts.

Any ideas??


texts: I'm trying to use different colours of hair on a single mesh, and I am using vertex groups to achieve this. When I set the hair to the 'beige' vertex group I am unable to comb it, even though I did the exact same thing for the 'brown' vertex group.Here is the blend file


texts: I tried everything that I know to do but for some reason, out of nowhere, my deselect all "a" key will not deselect. I have to Shift+B to deselect all. I have a brand new computer and the deselect was working fine last week. I tried loading the factory settings from the file menu but same thing. I do not know anything about scripting so I wouldn't know where to begin. Any help is appreciated.


texts: Force specific model to be drawn in "texture" mode

texts:
I am using a 3D model that I mapped a texture onto as a reference image. (I find this workflow easier than using background images.) However, I cannot switch into wireframe mode and see the images at the same time, since the render mode is changed for all objects at once, meaning I will be constantly switching between wireframe and texture modes (with Z and alt+Z) to take a look at the reference image.

Long story short, I want an object to be rendered in texture mode, regardless of the current display mode for other objects. Is there a built-in way of doing that? I'm also open to solutions involving Python scripting.


texts:
After toggling every switch I can't seem to figure it out. Basically I have a test render (on the right), I saved it, and then I open it (on the left) and it is several shades darker

I have no idea why.


texts: I am very new to blender and still using 2.78, I have this idea in my head and but can't think of how to model a dome shape with a cross on top if that makes sense. I attached a sketch of how I want it to be, sorry if it is hard to understand. I don't care a lot about size or measurements.


texts: Blender VSE: What to do with 20gb SSD (performance enhancement/rendertime)?

texts:
so my D drive has about 1 -2 gb of drivers on it. Otherwise there's over like 22gb of free space there. So let's say 20gb to be safe. Blender and everything else is on my C main hard drive.

How can I take advantage of this to improve blender vse performance and render times? I don't care about the 3d stuff so much atm.

Things that I'd like improved:
-render times are horribly long in my vse (if I'm rendering with the cpu it's in the 90% load rate in the task manager generally) I render to preview my work and make sure there's no errors, before creating the final render. Would writing it to the ssd and then viewing test copies there and then deleting afterwards greatly increase my render times?

-I have to use 25% proxies most of the time when doing any major editing. I can finetune with no proxy but its painfully laggy and slow, and things jump around and stutter and freeze.

-in my big project which is 20-30 mins of footage, it constantly reloads the strips when I zoom out. And its really laggy even with 25% proxy, and no proxy things jump around and freeze up. My fps has gone from the native 22.81 down bit by bit and its at a measly ~8fps even when I'm previewing blankspace at 25% proxy (there's alot of stuff in there atm). my ram is usually only up to 60% used tho when dealing with 25% proxy mode even tho it laggs so much, at no proxy tho the ram can hit the 90%'s and thats generally when it does freeze up for a second or two and studder)

Can I improve any of these with my 20gb of ssd that's inside my laptop there? Specifically what, and how would I go about doing it? Just note I do have the 1-2gb of drivers there (came pre-installed that way and some of them are dealing with backups and other important stuff). Otherwise I don't really know if the drive is even running or being used tbh. SO limited knowledge leads to hesitation to do anything too fancy.

Blender and all my video file are on my hard drive atm....and when I move file locations I have to always go in and re-select where the new location is or it won't showup in the vse. And I'm unsure if I'd have to do that for every strip I made a hardcut on, or every separate video clip or if there's an easy way to change the reference folder for LOTs of items rather than doing them all 1 by 1....or if I'm best only touching the ssd for future projects instead.

Would appreciate any insight, thxs. Please elaborate where possible, I'm not overly tech savy. People say it makes blender load up faster, that doesnt really do much as it loads fine alrdy. Its just moving stuff and interacting with the vse as well as rendering that I want help improving. Surely rendering would be better no? or does it not matter since encoding is the slow part and not the writing to disk?
I was looking at using my ssd as extra ram like u can do apparently with usb drives..? But apparently ssd don't work the same way or something, and are simple hard drive functionality? Is buying a large usb drive and using that as extra ram gonna be helpful as well? I think I can only upgrade my ram directly to 12gb or 16gb from my 8gb...or mbe not at all it might be soldered on the cpu


texts: Baking Normals from a Shader that gets its Normals from a Bump Node

texts:
I am trying to bake a normal map from an object that gets its normals from a bump node. See the image:

I set "Bake Type" to "Normal" and leave all the other settings as-is.

The baked normal doesn't seem to have any data in it. I.E. it's all the same color (light blue). I think I'm doing this wrong...


texts: How to separate a timeline into multiple actions?

texts:
Blender is my bread and butter but there's a darkside within it I have 0 understanding of.

I've no idea how NLA and action editor work. I've an animation where you have 230 frames and a character shuffling cups, all of the movements are included in the single action/timeline.

How can I select certain keyframes and split them into multiple actions?

Also a thing that was disturbing my sleep is how do you export the actions properly if you have multiple animated objects (say the armature and the cup are keyframed separately), what's the proper way of creating / exporting actions for multiple objects?

The goal is to have multiple actions with different timelines and export it as glTF

Any help is appreciated, thanks!


texts: How do I make a transparent material display in the 3D view?

texts:
How do I make a transparent material always display?
I have turned the transparency on but its clearly not showing in the 3D view.


texts:
I learned how to make it so a Minecraft character's arms would bend in a perfect square using this tutorial: https://youtu.be/8J_ldBCmG20
The problem is that this messes up my previously made UV.  My texture on my character gets bent out of proportions.  However, i have seen people bend minecraft arms like this without such bad deformation.
What should I do?


texts: Process of turning groups of animation nodes into templates for easy reuse?

texts: I have been recreating those gifs from the official doc of animation node, which made me question how do you package a awesome animation you made into a new node for later use? I basically want to turn all the panel in below screen shot into one. Is it do it able? Is it recommended? Whats the best way to approach this? I know python I just don't know where I can get more info on this.


texts: Exporting particle simulation as Alembic - animation issues

texts:
I need to export a particle simulation with an emission setting of 1000 particles and lifetime 50 as an Alembic file for Keyshot.

The issue is when I import into Keyshot, it only imports a portion of the particles - the ones that are visible in the outliner. So whatever frame I'm on will affect what particles will export, which may be 200 particles out of 1000 for example. In Keyshot, the particles also don't turn off after they reach their life time, they just pause in place as the animation continues to the end. Here's a low qual visual of this: Keyshot animation

How can I export an Alembic file that recognizes particle visibility/animation? I'd appreciate any help - please let me know if I should upload any files for clarity.

Here's a part of the outliner after running the script, so the animation is still preserved in Blender it seems, just maybe not linked as well to be exported?

This is the process I used:

1) Bake All Dynamics on particle simulation

2) Convert particles to meshes via script (first select dupli object, then particle system)

3) Auto-keyframe animation (turned this on and played the animation, then turned it off). I don't know if this made a difference or if I even used it correctly. Exported with and without this step and got the same Keyshot result.

4) Exported Alembic, imported into Keyshot.

Thanks!


texts: UV checkerbox looks strange when object is unwrapped

texts: Unrwapped and added basic seams, but when i apply the checkerboard texture it doesn't looks uniform. what am i doing wrong?


texts: What is the best steps to snap the torus to floor level?

texts:
I create a basic torus and at default setting the torus will not lay on ground level (z=0). So i tried couple way to snap it to the floor and couldn't get the efficient way to do it. Can someone show me the best and fast way using snap to level the torus so the bottom part will lay perfectly on floor. Don't use fix number ,  so it can also applicable to any other random size of torus.

Thanks


texts: Texture coordinates and armature deformation

texts:
I tried using armatures for the first time, and noticed that textures on the mesh 'move', when using the armatures to deform it. I tried both generated coordinates and object coordinates, but both seem not to stick to the mesh, during armature movements.

I didn't try UV unwrapping, and I assume this would work, but I would prefer to not having to do that.

Is that behavior the expected one for generated coordinates? The manual seems to say otherwise? Any ideas how to solve the problem of getting automatic coordinates that stick to the mesh under armature deforms?


texts: How to apply the UV map of a scan to a retopologized model?

texts: Using photogrammetry, I obtained a perfectly textured model. I created a retopologized low density mesh of it. Now, I'd like to apply the UV map of the original scan to the new mesh. What is the best option to do it?


texts:
I would like to make a cross section like this (only the hatched part)

(image source)
using bézier curves/circles, to then use in a screw modifier and make a drill bit.
I initially thought I could use a Boolean operation (difference) with a set of Bézier circles like this:

but for Béziers there seem to be no Boolean modifiers. When I convert them to mesh (using Alt-C), the Boolean modifier becomes available but "difference" has no effect.
Apart from manually shaping a curve (by dragging nodes and handles), is there another, more "mathematical" way, of achieving the result?


texts:
I'm new to fluid simulations in blender.
I'm trying to make a simulation of chalice with a fluid dropped on the floor,
but fluid reacts weird with chalice it escapes mesh of the obstacle in resolution 220 and when the chalice starts to fall (frame 20) fluid do not follow the chalice. Also fluid fly over surface. Link to .blend file


texts: Closing gap between two objects on same rig

texts:
Any way to close the gap between two separate objects that appear upon rig deformation? They are attached to the same rig.
The vertices are aligned at rest pose.
I tried to hook the open edges of each object to one another but it didn't help.
Transfering weights didn't do much either.
The answer in the following thread didn't help because I need to keep the objects separate. I need to fix this issue in a lot of places and I can't join everything to a single object
(How can I close the neck gap between two seperate meshes for my detachable head objects?)
As a last resort I suppose I could try writing a script to set the vertices' global positions before rendering (if it is at all possible with rig deformations), but it seems like a common problem that should have a common solution, one that I just fail to find.


texts: I have put the actuator on, I have moved the object to a separate layer and it still doesn't work.


texts: Two Materials on Object - Only One Material is Rendering (Cycles)

texts:
I've very new to Blender (only a few weeks) so I'm guessing these are rookie mistakes. I created this crocheted dragon, first by adding a "crochet" image texture with a displacement as well. Then I added a hair particle to the body of the dragon and as a second material to create the fuzz of the "crochet" fabric. The 3D viewport render view looks great to me but when I do an actual render of the object, only the hair particle material is rendering and the crochet is not (Cycles - Blender 2.83)

When I render the object, only the hair particle material is rendering.

Thank you in advance for your help!
Best, Dale
ANSWER(edit): Susu was correct. I did not have "Show Emitter" enabled in my Particle Settings. That fixed the issue.


texts: I am trying to find a way to cut a face into an object. If I delete the faces it just deletes it, and doesn't cut through the object.


texts:
Yeah, simple as that.

Why do most of the people use a plane which emits light (in most cases) and not a lamp? What's the difference between them? When do I use a lamp and when the emission node?

Thanks in advance.


texts:
I have a cylinder that I want to make many loop cuts in so I can reshape it. (Loops cuts are around the perimeter, i.e. rings)
I'm using Blender 2.8.
Every tutorial tells me I can add a loop cut, press Ctrl-R or PgUp/PgDn and this will allow me to multiply the number of cuts.
This does not work for me. When I press Ctrl-R the cursor changes to two short black arrows - when I slide the wheel, the one ring slides up and down the length of the cylinder. (PgUp/PgDn does nothing at all.) Haven't found any combination of keys that will allow me to multiply the loops.
(I guess, failing anything else, I can always add additional cuts manually.)


texts: Why i cant rotate on axis with 3d cursor

texts: Im rotating on x axis. Pivot point and 3d cursor set. Rotation and scale are at 0 and 1. Yet the mesh cant rotate on x axis. I tried to apply rotation scale but it rotate some different angle.


texts:
This is a texture that am trying to color with but it doesn't looks like it reaches out all places. There are places that I can't color with.

Update

Since I got a really good comment on that said to me to use the UV Editor to Color the texture and it got working this is a not bad solution for it. I was upsetting on with the vertices thinking that the issue was within they and this is the fourth time I try to do this. again thanks n.n


texts: Need an practical method to model this bike wheel

texts:
I have been struggling all day today to get this modeled right and failed. Would anyone give me some tips? The result I have is beyond bad. Can not even get the rim done.

Thanks a lot~ This is driving me crazy. :D

Please do not laugh at me. This is what I have done (the fifth version. lol). Its passed midnight, can not sleep by thinking about it. lol


texts: Dividing square columns into triangular prisms

texts: How do I bisect square-faced columns along their diagonals, so that each square column becomes 4 triangular columns (prisms), thus making each square face into 4 right triangles?


texts: I once saw someone design a very rough shape for clothes, then run some physics to shrink them into place around the figure. Can Blender do that (run cloth physics while shrinking them)?


texts: How can I render the entire video in Blender VSE?

texts:
I'm making a video project in the VSE.
My video is 3 minutes long however, when I render it I only get up to 10 seconds or less.

It only reaches up to that part of the video.
What can I do?
Do I need to select any specific settings to get the entire video to play it or am I doing something wrong?


texts: How to snap the 3d cursor to a specific vertex?

texts:
I need to snap the 3D cursor to a specific vertex based on it's ID (to create an empty at that location) and I'm having trouble finding a simple way to achieve that.
Anyone got some pointers?


texts: Mirror modifier problem for only one cube

texts:
182/5000
Hello . I try to make a low poly car with a background image, but when I try to apply a mirror modifier, it does not apply, and when I try another cube it goes. What is the problem? https://imgur.com/v1E9059


texts:
This is my first time using this program, and I have created a character model (I know it's bad), but when I set up an armature for it and went into pose mode, the mesh would not move with the armature. I have tried troubleshooting online and I couldn't find anything so I was hoping some of you can help.

https://www.dropbox.com/s/8rxnlrcao3tujap/person%20model%20rig%20test.blend?dl=0
This is to download my .blend file


texts: Where is Ctrl-Alt-Shift-Mouse Wheel discrete rotation in 2.8

texts:
I can't find this in 2.8 and it was really useful.

For instance in 2.79 you could Ctrl-Alt-Wheel to roll rotate the view based on your current. The only way I could do this in 2.8 was with the numpad 4,8,6 keys, which isn't nearly as handy.


texts: Why does an update function loop when string property is reset?

texts:
I have a string property, when it is updated it runs a function which runs an operator, the operator clears the string at the end to reset it. This makes the function (string_update) loop to infinite recursion. As I understand, order of events should be:

update string
run function once
run operator
finish

What am I missing?

import bpy

def string_update(self, context):
    bpy.ops.test.test()
    print("Ran")
    return None

class test_vars(bpy.types.PropertyGroup):
    test_update_string = bpy.props.StringProperty(
        name = "",
        default = "",
        update = string_update
        )

class Test_Op(bpy.types.Operator):
    """"""
    bl_idname = "test.test"
    bl_label = "test"

    def execute(self, context):
        bpy.context.scene.test_vars.test_update_string = ""

        return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.test_vars = bpy.props.PointerProperty(type = test_vars)

def unregister():
    bpy.utils.unregister_module(__name__)
    bpy.utils.unregister_class(test_vars)
    del bpy.types.Scene.test_vars


texts: Some of the normals have been flipped when in tried converting my model to low poly

texts:
I have used decimate option for converting my model to low-poly after doing that some of the normals have been flipped. I haven't understood that why is it happen. can anyone suggest me solution.

Thanks in advance.


texts: How do I make an export addon pre-populate filename with name of the selected object?

texts:
I’m creating an export/import add-on (similar to STL import/export add-on) and I would like the suggested filename in the file browser to take the name of the currently selected object in the scene or a generic filename if multiple objects are selected. My add-on uses the bpy_extras.io_utils’s ExportHelper.
In the example below, for a new, unsaved blend file, the default filename is untitled.sur (sur is the extension the file exported by my addon). I would like this name to be “Icosphere.sur” since the object “Icosphere” is selected in the scene.


texts:
I have only recently started using Blender and have spent free time following the donut tutorial by Blender Guru. I’ve created my first model, a box to hold our remote controls

It all looked ok until I exported it into STL file for Prusaslicer - it looked horrible! Lots of red bits, split layers and a additional false floor.

When I went back into Blender I added 3D Toolbox and get a big list of things that I assume I need to resolve to allow me to print successfully.

With such errors like
- Non Manifold Edge
- Bad Config. Edges
- Intersect Face
- Zero Faces
- Non-Flat Faces
- Thin Faces
- Sharp Edge
- Overhang Face (I suspect these are ok as they are probably lettering etc)

My question is how to resolve the issues?


texts:
I asked a question previously as to how I could solve Subsurface modifier creating stretchmarks here

User Denis answered this question. He said I should do an unwrapping operation by pressing U > Unwrap and then press F6 to bring up a panel where I could check the box "Use subsurf modifier". The problem is, when i do the Unwrap operation, the UV layout I spent a lot of time making is completely discarded and replaced by a generated one. After that, yes, I can bring up the "Use subsurface modifier" checkbox.

How can I check the box without deleting my UV-layout?

Thanks for reading!


texts:
I am creating an animated manual for a device that has an external cable connected to it. The cable has a length (1m) and a diameter.
When I bend the cable, I would like to ensure that the length always remains the same. That means, the total length of the cable should always be 1m.
I use a BezierCurve bevelled with a circle. So the length of the BezierCurve has to be limited.
Is there a way to apply such a constraint to a BezierCurve?

Thanks a lot for your help in advance


texts:
Blender 2.76 / Three js export addon 1.5

Addon crash after exporting blendshapes! Why?


texts: How to set vertex radius when using skin modifier?

texts:
I have this method that I want to use to change the skin size of the skin modifier.

If I do this, everything works fine:

def make_uniform_width() -> None:
    bpy.ops.object.editmode_toggle()
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.transform.skin_resize(
        value=( self.properties.skin_size, self.properties.skin_size, self.properties.skin_size ),
    )
    bpy.ops.object.editmode_toggle()

I can just use: bpy.ops.mesh.select_all(action='SELECT') to change the value on all vertecies simultaniously.

But I want to select specific vertecies to do the skin_resize. So I thought this could work. But I have no access to the vertecies it seems.

def make_increase_width(self):
    bpy.ops.object.editmode_toggle()
    size = self.properties.skin_size
    for iteration in self._iterations:
        for vert in bpy.ops.object.vertecies:
            if vert.index in self._iterations[iteration]:
                vert.select = True
            else:
                vert.select = False

        size += self.properties.width_increase
        bpy.ops.transform.skin_resize(value=( size, size, size ))
    bpy.ops.object.editmode_toggle()

Is there a way to select specific vertecies from editmode?

EDIT:
I tried this, but it's too slow te execute. Maybe I will have to look for another way to change the skin width.

def make_increase_width(self, vein_cluster_object):
    for iteration in self._iterations:
        vein_cluster_object.vertex_groups.new(name='growth-iteration-%i' % iteration)
    for iteration,group in zip(self._iterations,vein_cluster_object.vertex_groups):
        group.add(self._iterations[iteration], weight=1, type='REPLACE')
    bpy.ops.object.editmode_toggle()
    size = self.properties.skin_size
    for iteration in self._iterations:
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.object.vertex_group_deselect()
        bpy.ops.object.vertex_group_set_active(group='growth-iteration-%i' % iteration)
        bpy.ops.object.vertex_group_select()
        bpy.ops.transform.skin_resize(value=( size, size, size ))
        size += self.properties.width_increase
    bpy.ops.object.editmode_toggle()

I found it, I think. This should theoretically do the trick:

def make_increase_width(self):
    bpy.ops.object.editmode_toggle()
    size = self.properties.skin_size
    active_object = bpy.context.active_object
    for iteration in self._iterations:
        for vert in active_object.data.vertices:
            if vert.index in self._iterations[iteration]:
                vert.select = True
            else:
                vert.select = False
        bpy.ops.transform.skin_resize(value=( size, size, size ))
        size += self.properties.width_increase
        print(iteration, size)
    bpy.ops.object.editmode_toggle()

But it's very slow to execute. It seems having this line in the loop bpy.ops.transform.skin_resize(value=( size, size, size )) makes it too hard to do. It will select a maximum of 20 verts for about 60 iterations but somehow it will take far to long for it to run. I'm not sure how come.


texts: 3D view "orthographic" isn't really orthographic?

texts: When I switched to orthographic view with Numpad 5, the view in my 3D view doesn't look to be properly orthographic at all. Is there any way to fix this?


texts:
I need to use Pillow 7.2.0 for a blender addon I wrote. To make it available to me, I simply navigated to where I had Anaconda and found Anaconda/lib/site-packages and copy-pasted two PIL (Pillow and PIL-dist-info) folders (with admin permissions) to C:\Program Files\Blender Foundation\Blender 2.92\2.92\python\lib\site-packages
This worked perfectly and I got the addon working.
I ran a test by asking someone else to use it and since they didn't have anaconda, they used the following script: (taken from: https://b3d.interplanety.org/en/how-to-install-required-packages-to-the-blender-python-with-pip/) Note: they are also using Windows 10
import subprocess
import sys
import os

# path to python.exe
python_exe = os.path.join(sys.prefix, 'bin', 'python.exe')

# upgrade pip
subprocess.call([python_exe, "-m", "ensurepip"])
subprocess.call([python_exe, "-m", "pip", "install", "--upgrade", "pip"])

# install required packages
subprocess.call([python_exe, "-m", "pip", "install", "package_name"])

This script was copy-pasted into blender's text editor and run and that was all it took.
I deleted my own version of Pillow from blender's site-packages and then I ran the above script. It gave me:
PermissionError: [WinError 5] Access is denied:
I added a "--user" to the subprocess.call functions.
It downloaded some stuff but it said defaulting to the user installation since site-packages is not writeable. Now I have the files I want but they're in my local site-packages, where blender cannot access them, and I can't find a Windows solution to this. They're all for Linux.
(I have Anaconda, regular python, and blender's python on my computer)
Now when I run the above script, it says:
Requirement already satisfied: setuptools in c:\program files\blender foundation\blender 2.92\2.92\python\lib\site-packages (41.2.0)
Requirement already satisfied: pip in c:\users\my name\appdata\roaming\python\python37\site-packages (21.0.1)
Requirement already satisfied: pip in c:\users\my name\appdata\roaming\python\python37\site-packages (21.0.1)
Requirement already satisfied: pillow==7.2.0 in c:\users\my name\appdata\roaming\python\python37\site-packages (7.2.0)

I tried adding a --target with the exact folder I want Pillow to be in to the subprocess.call method but it says that --user and --target cannot be used together. On removing the --user, it gives me the same permission error. I also tried the --install-option but that finds my local pillow and says requirement satisfied.
From what I can see, it is using my pip instead of blender's. I looked into using a virtual environment but it doesn't seem to be possible with blender. (if it is, how?)
I've looked at a bunch of stuff ie: How to install Pip for Blender's bundled Python? and https://developer.blender.org/T71420
Maybe adding my local appdata\roaming\python\python37\site-packages (21.0.1) to blender's path would fix it?
I need a way to do this that preferably involves minimal paths and permissions issues and hopefully no navigating to blender's internal stuff and manually copy pasting, ie it has to be simple enough that one script manages it for someone who has no experience with python. Is there a way?


texts: Non-wireframe edges showing in object mode

texts:
I created some new edges for my boot mesh, but they show up in object mode when they shouldn't (and none of the other lines do). Why is that? And how do I remove these lines in object mode?

Some context: the lines that show up were lines from a mesh that I joined to the original.


texts: How to model multiple lines along random paths

texts:
I don't quite know how to phrase the question correctly, so I'll just show a picture of what I am trying to achieve, specifically the part I have highlighted. I'm beginner with Blender.

I've tried using a particle system to generate hairs but I haven't been able to quite get this effect, it's the randomness in each lines path that I can't quite replicate so far. You can see some lines change direction completely and some even have loops in them.
Any assistance pointing me in the right direction is greatly appreciated.
Thanks!
Edit:
I got enough of a result using the particle system but instead of using a hair system, I used an emitter system, created an animation with some force fields, I used turbulence and wind and then just baked the animation. That resulted in some lines like below, which is more or less what I needed for this.